Haven't had chance to test this PR if somebody can help out. Will test this when I have some time.
From what Elroz has told me the following should be the mechanics for faction hits:
1) Non-pet NPC gets killing blow = no corpse, no faction, no xp
2) Client does >50% of damage and non-pet NPC does not get killing blow = xp, faction, corpse.
This change should implement those mechanics
Second part of this PR adds an attribute to the hatelist entry struct to indicate whether a feign occurred before fleeing. On feign we update this attribute to true if the mob is not fleeing. The mechanics for this should be:
1) If a player feigns before a mob starts fleeing then no faction hit will occur.
2) If a player feigns after a mob starts fleeing then faction hit will occur.
This change should only affect faction hits and nothing else. Not sure if there's a more efficient way to do this and looping through npc_list on every feign may not be feasible but I don't know. Open to suggestions to other ways to implement this.
Haven't had chance to test this PR if somebody can help out. Will test this when I have some time.
From what Elroz has told me the following should be the mechanics for faction hits:
1) Non-pet NPC gets killing blow = no corpse, no faction, no xp 2) Client does >50% of damage and non-pet NPC does not get killing blow = xp, faction, corpse.
This change should implement those mechanics
Second part of this PR adds an attribute to the hatelist entry struct to indicate whether a feign occurred before fleeing. On feign we update this attribute to true if the mob is not fleeing. The mechanics for this should be:
1) If a player feigns before a mob starts fleeing then no faction hit will occur. 2) If a player feigns after a mob starts fleeing then faction hit will occur.
This change should only affect faction hits and nothing else. Not sure if there's a more efficient way to do this and looping through npc_list on every feign may not be feasible but I don't know. Open to suggestions to other ways to implement this.