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-   -   NPCs killing other NPCs in Plane of Growth. (https://www.eqemulator.org/forums/showthread.php?t=36577)

Gregk 02-27-2013 05:26 PM

NPCs killing other NPCs in Plane of Growth.
 
Seems a bit random. Thought it might be faction, so I put them all on the same one. Thought it could possibly be a spell issue, but I'm not seeing and negative spells, just buffs. Also doesn't appear to be race or class related either. Open to any suggestions.

Thank you

dagulus2 02-27-2013 05:34 PM

Make sure you have not set the faction to attack other members of the same faction. In the 'npc_faction_entries' table, the 'npc_value' needs to not be -1 towards the same faction id.

Gregk 02-27-2013 06:32 PM

Double checked. Didn't seem to be it. I do appreciate the info, always good to pick up new info.

Shiny151 02-27-2013 09:32 PM

I noticed this same issue in BoT. I zoned in and once i walk up the double set of stairs I start seeing messages like "You will not evade me such-n-such". Obviously two giant factions fighting each other. I've never adjusted the table so I'm not sure why it's happening all the sudden.

Uleat 02-27-2013 11:30 PM

Has anyone tried killing both sides of the melee to see what faction hits are actually occurring? (Or looked at the loaded value for each?)

KingMort 02-27-2013 11:35 PM

Georges editor did this to my server, have you used it recently ?

trevius 02-28-2013 02:39 AM

Just a guess, but do either of the NPCs attacking (or being attacked) have the special attack code "U" set for unslowable? If so, and if they get buffed with haste, I think that will cause aggro based on the code I posted about in this thread about a similar issue:

http://www.eqemulator.org/forums/showthread.php?t=36369

Gregk 02-28-2013 08:10 AM

I did use georges tools. I will also check faction hits a bit later. Off to fo the work thing...
Many thanks for the tips.

Shiny151 02-28-2013 02:36 PM

Quote:

Originally Posted by KingMort (Post 218978)
Georges editor did this to my server, have you used it recently ?

Now that you mention it, yes. But I only used it to remove spectral parchments from mobs that shouldn't be dropping it. Like frogs in Plane of Storm; perhaps the saves are editing mass tables because i have never edited BoT for loot.

bad_captain 02-28-2013 03:30 PM

I saw this in BoT the other day and I don't think it registered what was going on. I also saw the 'You will not evade me' . Trevius' explanation makes a lot of sense, since I spend a lot of time i BoT and hadn't seen it before. I use a stock peq db except for changes I make that I plan to commit.

Zia 02-28-2013 03:58 PM

Quote:

Originally Posted by trevius (Post 218984)
Just a guess, but do either of the NPCs attacking (or being attacked) have the special attack code "U" set for unslowable? If so, and if they get buffed with haste, I think that will cause aggro based on the code I posted about in this thread about a similar issue:

http://www.eqemulator.org/forums/showthread.php?t=36369

Would the same thing happen if SoW was cast on a mob which was unsnarable? Because I have seen this in a few cases where mobs are not unslowable. Mastruqs in Qinimi, abandoned workers in the Sewers (okay, these are unslowable), Phara Dar attacking her guardians and a couple more places I think.

trevius 03-01-2013 06:18 AM

Yes, it appears so:

Code:

        if
(
IsEffectInSpell(spell_id, SE_Root) ||
IsEffectInSpell(spell_id, SE_MovementSpeed)
)
{
if(SpecAttacks[UNSNAREABLE]) {
mlog(SPELLS__RESISTS, "We are immune to Snare spells.");
caster->Message_StringID(MT_Shout, IMMUNE_MOVEMENT);
int32 aggro = CheckAggroAmount(spell_id);
if(aggro > 0) {
AddToHateList(caster, aggro);
} else {
AddToHateList(caster, 1);
}
return true;
}
}

I wouldn't be surprised if this same issue applies to other special attacks as well.

I think the easiest fix would be to add an IsDetrimentalSpell(spell_id) check in SpellOnTarget() before the IsImmuneToSpell() check here in spells.cpp:

Code:

        // check immunities
        if(spelltar->IsImmuneToSpell(spell_id, this))
        {
                //the above call does the message to the client if needed
                mlog(SPELLS__RESISTS, "Spell %d can't take hold due to immunity %s -> %s", spell_id, GetName(), spelltar->GetName());
                safe_delete(action_packet);
                return false;
        }

Maybe I am missing something though, but this is my best guess for the cause of the NPC vs NPC attacking issue.

Not really sure why this seems to be a new issue all of the sudden. I am not aware of any recent changes to how this works offhand, but I didn't really look into it much.

Zia 03-01-2013 06:27 AM

Quote:

Originally Posted by trevius (Post 219055)
Not really sure why this seems to be a new issue all of the sudden. I am not aware of any recent changes to how this works offhand, but I didn't really look into it much.

It is not new; it has been around for months. I first noticed it last november or so.

trevius 03-01-2013 06:44 AM

Ding ding ding! We have a winner! Sorvani, please step up and take your prize :)

http://code.google.com/p/projecteqem...one/spells.cpp

Robregen 03-01-2013 12:46 PM

yes I did noticed that in SSRA where mobs were randomly attacking each other and I didn't know why. The npc aggro were set to 0 and were checked off in the editor. There was no reason why they should be attacking each other.


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