Grey Aggro
Is there a rule or variable that controls what level monsters will aggro? On my server, random grey monsters still attack my characters despite there being an over 30 level difference. For instance, if I run through Crushbone on a level 50 character, orc pawns and centurions will still attack my characters. I don't know what would control this, so I'm wondering if anyone has any idea of where to start looking.
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A lot of the logic can be seen around here as to why a mob will attack:
https://github.com/EQEmu/Server/blob...zone/aggro.cpp Alot of this boils down to faction and kamikazee tactics. Orcs are well known not to be very bright. Couple of rules noted: RULE_INT(Aggro, MinAggroLevel, 18 ) // For use with UseLevelAggro RULE_BOOL(Aggro, UseLevelAggro, true) // MinAggroLevel rule value+ and Undead will aggro regardless of level difference. (this will disabled Rule:IntAggroThreshold if set to true) lowering 18 to something smaller should alter behavior. KentaiVZ |
Tying grey aggro to INT has inherited problems that I can't go around.
Aggro should NOT be tied to a stat at all as it limits stat use. if low INT causes mob aggro, this prevents me from making mobs with very low INT on purpose that I don't actually want to aggro. It also prevents me from making undead with high INT that I want to aggro. |
INT means integer...
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Quote:
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INT = Intelligence.
I see a rule value of type INT(eger) and I see HeroicCHA tied to aggro in regards to (THREATENLY_ARRGO_CHANCE) but didn't see anything involving INTelligence? unless i missed something. |
@ULEAT
I saw you! The answer is HeroicSCM - TRUE you got it, False you don't. ( That's SarCasM not Spell Casting Mastery ) Not many chars have it, you can usually tell via the eyes.Its known to impact aggro though as some folks just straight up don't like it. KentaiVZ |
Yeah, figured my mis-guided post wouldn't help :P
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In conclusion, the weird behavior I was noticing was due to the rule "Aggro:IntAggroThreshold." Setting that to -1 makes monsters behave like I was expecting.
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I really wish we would update this archaic system with a simple straight forward method of simply giving desired mob a flag:
Coenxai wrote this code 2 years ago. I am begging the devs to implemented it http://www.eqemulator.org/forums/sho...t=41234&page=2 |
Rule_Str = not a string, but tied to strength!
Rule_Int = not an integer, but tied to intelligence! /sarcasm If you peruse the source code, https://github.com/EQEmu/Server/blob.../rulesys.h#L52 you'll see that the "Int" suffix is leveraged in rules to parse integer-based (numeric) rule values. There is no Rule_Str, and hopefully it will help with understanding this conversation. :) |
I think people are just getting confused because we have RULE_INT(IntAggroThresold) where "INT" refers to integer and "Int" refers to intelligence.
Regardless, the problem is solved. For anyone that stumbles upon this in the future, there are two rules that contribute to gray monsters attacking. Aggro:MinAggroLevel - Any monster greater than or equal to this level will attack KOS players, regardless of level difference Aggro:IntAggroThreshold - Any monster with an intelligence attribute less than or equal to this value will attack KOS players, regardless of level difference. |
Also look through your Server Rules file.
Char level and Intelligence thresholds are both defined integers and changeable |
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