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Sometimes RSR tries (and fails) to engage other players' quest targets, spamming commands and error messages as shown below. It would be more elegant to avoid such targets altogether.
The text was updated successfully, but these errors were encountered:
In the ObjectHelper.cs we can look into if EventId.Type == EventHandlerType.QuestBattleDirector and then filter out targets by looking at if EventId.Id != Player->EventId.Id
I can definitely add this, but modifying how targets are acquired is always tricky business. Can someone give me a scenario I can use to recreate this issue so I can make sure it gets tested thoroughly?
It needs two players, one with RSR and another doing a combat guildleve nearby. I made the screenshot above when another player was fighting some Bonze monsters as part of a guildleve southeast of Mor Dhona.
I've implemented this in the above PR, but I'm hesitant to merge it until me (or someone else) can confirm it works as intended. I can confirm it doesn't break targeting normal enemies, but I'm not sure it's going to have the intended effect.
Sometimes RSR tries (and fails) to engage other players' quest targets, spamming commands and error messages as shown below. It would be more elegant to avoid such targets altogether.
The text was updated successfully, but these errors were encountered: