You're quite right. That would be a superior way of ending combat in some cases. More accurate than the timer method which is the most accurate when considering multi-encounter battles. If you're chain pulling, even a second of non-combat would split the encounters well enough. If there's no non-combat in-between encounters, why split the encounter to begin with. Which is the problem with EQ2 message ending.
Since the combat icon has its own DynamicData you could create a custom window to do it. The only inelegance is that you would have to have the user create a custom chat channel... or I suppose you could do something like I have and find an EQ2 command that accepts a parameter and echoes invalid parameters into the log file.
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