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  #1  
Old 08-29-2008, 02:34 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default Resurrection Reworked (with Confirmation box)

This patch reworks the Resurrection system to use the three related Opcodes, so you
get the confirmation box detailing how much % XP you will get back and allowing you
to accept or decline.

The patch is against the code from SVN, which presented a few issues. First of all I
ran the diff in Linux and it has Carriage Returns at the end of each line for some reason,
so I have included two versions of the patch. The one that diff spat out:

www.rama.demon.co.uk/rez.patch

And one which I removed the CRs from the ends of each line.

www.rama.demon.co.uk/rez-nocr.patch

If you are not running the SVN source as it was a couple of hours ago, the patch likely
won't apply, so I also included a full source tree:

www.rama.demon.co.uk/SVN-REZ.tar.gz

You will need to recompile world as the size of the Rez struct has changed and it is referenced there

The three opcodes for your patch_Titanium.conf are:

Code:
OP_RezzComplete=0x4b05
OP_RezzRequest=0x1035
OP_RezzAnswer=0x6219

I've tested various rez spells (and Necro convergence), multiple corpses in a zone, etc, and also tested on both Titanium and 6.2. Let me know if something doesn't work right (confirmation that it works for you would also be nice )
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  #2  
Old 08-29-2008, 04:00 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Thanks for the full source tree post, that's always the easiest way for me.
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  #3  
Old 08-29-2008, 04:14 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Quote:
Originally Posted by Angelox View Post
Thanks for the full source tree post, that's always the easiest way for me.
No problem Angelox. When the Nightly builds are working and everyone has the latest source, the easiest way of applying my patches under Linux is to cd to the your Source tree and do patch -p0 <path to patch file>. Let me know if you get it to work. I always worry when I release large patches in case I missed something when packaging it up
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  #4  
Old 08-29-2008, 07:22 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Official SVN is up finally, I'll get this stuff all worked on getting added in the next day or so.
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  #5  
Old 08-29-2008, 07:58 PM
Andrew80k
Dragon
 
Join Date: Feb 2007
Posts: 659
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Quote:
Originally Posted by KLS View Post
Official SVN is up finally, I'll get this stuff all worked on getting added in the next day or so.
Woo hoo! Thanks, KLS!
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  #6  
Old 08-29-2008, 08:25 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

I am not sure if this code introduced this bug or it existed before (I'm going to test now) But, it seems that the caster of the rezz can loot the corpse of the player. No other players, grouped or not can loot, however. Basically:

1. Player dies, gets sent to bind point in another zone.
2. Cleric rezzes, player gets confirmation box, and the actual spell works as intended.
3. After the player is summoned, he loots his corpse, but leaves items on it.
4. The cleric can also loot that corpse, which they should not be able to. No other players can loot the corpse, which is correct.

That was the only procedure I tested before getting called away. I am not sure if the cleric can always loot the corpse, or only after the corpse has been looted. Either way, it's a pretty major problem. What if the player gets attacked again while looting, and the cleric is an asshole, type of deal.
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