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  #1  
Old 05-15-2019, 01:28 AM
CrankWar
Fire Beetle
 
Join Date: Mar 2009
Location: Venus
Posts: 11
Default Eyes are not KOS because of

I would like eyes to be treated as the player would be like pets are, but also even when someone is FD unlike pets.

Where would I go about changing this behavior in the spell file or in the assembly files like aggro.h?

I can't find the exact location that it decides to make it not KOS.

I made the spell file identical to a pet and though it followed me around and I didnt bind sight to it, it was still not getting aggroed. So assumedly this is hard coded somewhere, anyone know the spot?

Thanks!
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  #2  
Old 05-15-2019, 01:11 PM
FievelMousey
Hill Giant
 
Join Date: Jan 2004
Posts: 140
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pets only get AGGRO if made to attack or OWNER pulls aggro and dont think you going get this did.
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  #3  
Old 05-15-2019, 08:54 PM
CrankWar
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Ah sorry for the misinterpretation.

I am saying I want mobs to use the players Faction and kill on sightness to determine if an eye from the spell Eye of Zomm is aggroed or not (the same mechanic as a pet gets) It currently is ignored, but I kind of want the pulling mechanics like P99 has with it.

I am sure its somewhere in this beast, but I am having issues spotting it:
https://github.com/EQEmu/Server/blob...zone/aggro.cpp
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  #4  
Old 05-15-2019, 09:22 PM
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Huppy
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Posts: 1,333
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Could you flag the eye with a player's faction in a global EVENT_SPAWN script ? - Eye of Zomm - npc_types (644) SummonEye (just barking at the wind here), lol
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  #5  
Old 05-15-2019, 11:58 PM
FievelMousey
Hill Giant
 
Join Date: Jan 2004
Posts: 140
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Wouldnt EYE have be flagged as a PLAYER pull aggro just because a pet sitting at a KOS mob it wont get attacked unless player is attacked to? I have never heard a pet pulling aggro to a player is on aggro list and a PET has be told ATTACK get aggro otherwise.
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  #6  
Old 05-16-2019, 08:46 AM
CrankWar
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Join Date: Mar 2009
Location: Venus
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Hmm! That is not a bad idea Huppy. It definitely just seems like there must be a standard line of aggro that like a mage pet takes to be aggroed. I know for sure at some points all pets shared player aggro attributes (often worse because of the reduced level) if that is not how it works now.
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  #7  
Old 05-16-2019, 09:25 AM
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chrsschb
Dragon
 
Join Date: Nov 2008
Location: GA
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Default

If the Eye is KOS, what the hell is the point of the spell?
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  #8  
Old 05-16-2019, 01:51 PM
CrankWar
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Join Date: Mar 2009
Location: Venus
Posts: 11
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I think maybe if I just remove the GetOwner() check here:

Code:
(mob->GetPrimaryFaction() != GetPrimaryFaction() && mob->GetPrimaryFaction() == -4 && GetOwner() == nullptr)

FROM:

Code:
// Make sure they're still in the zone
	// Are they in range?
	// Are they kos?
	// Are we stupid or are they green
	// and they don't have their gm flag on
	int heroicCHA_mod = mob->itembonuses.HeroicCHA/25; // 800 Heroic CHA cap
	if(heroicCHA_mod > THREATENLY_ARRGO_CHANCE)
		heroicCHA_mod = THREATENLY_ARRGO_CHANCE;
	if (RuleB(Aggro, UseLevelAggro) &&
	(
	//old InZone check taken care of above by !mob->CastToClient()->Connected()
	(
		( GetLevel() >= RuleI(Aggro, MinAggroLevel))
		||(GetBodyType() == 3)
		||( mob->IsClient() && mob->CastToClient()->IsSitting() )
		||( mob->GetLevelCon(GetLevel()) != CON_GRAY)

	)
	&&
	(
		(
			fv == FACTION_SCOWLS
			||
			(mob->GetPrimaryFaction() != GetPrimaryFaction() && mob->GetPrimaryFaction() == -4 && GetOwner() == nullptr)
			||
			(
				fv == FACTION_THREATENLY
				&& zone->random.Roll(THREATENLY_ARRGO_CHANCE - heroicCHA_mod)
			)
		)
	)
	)
	)
	{
		//FatherNiwtit: make sure we can see them. last since it is very expensive
		if(CheckLosFN(mob)) {
			Log(Logs::Detail, Logs::Aggro, "Check aggro for %s target %s.", GetName(), mob->GetName());
			return( mod_will_aggro(mob, this) );
		}
	}

Then I can get pets being aggro'd I will let you know.
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  #9  
Old 05-16-2019, 01:54 PM
CrankWar
Fire Beetle
 
Join Date: Mar 2009
Location: Venus
Posts: 11
Default

Ah its the good old days on live where the holgresh elder beads were a pulling tool, haha.

Quote:
Originally Posted by chrsschb View Post
If the Eye is KOS, what the hell is the point of the spell?
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  #10  
Old 05-16-2019, 09:48 PM
FievelMousey
Hill Giant
 
Join Date: Jan 2004
Posts: 140
Default

if that works people can AFK pet kill very easy park a pet way from them let it rip mobs to shreds not a good ideal and that not cheating
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  #11  
Old 05-17-2019, 05:59 AM
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Huppy
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Join Date: Oct 2010
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Quote:
Originally Posted by FievelMousey View Post
if that works people can AFK pet kill very easy park a pet way from them let it rip mobs to shreds not a good ideal and that not cheating
AFK killing in Everquest ? That's absurd

Anyways, I was playing around with that eye last night, (in my own little custom ways), and had some fun with it. First, I created a mage and put the eye on the same faction as the toon, then went into a couple kos zones and it didn't do a thing for aggro. I even put the eye on a kos(79) faction, but still nothing. So I assume it's a "pet thing" in the source code, which seems logical. But something else I played with, was increasing the buff timer on it, so I was able to scout around with the eye for alot longer. Then I set it up to just follow me around, like a "familiar", without ever expiring. There was no buff icon in the window under that scenario though. I like screwing around with things on a test box, once in awhile, to take a break from the normal grind of staring at a database, lol
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  #12  
Old 05-20-2019, 10:29 PM
CodyF86
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Join Date: Jan 2013
Location: Indianapolis, IN
Posts: 8
Default

Quote:
Originally Posted by CrankWar View Post
Then I can get pets being aggro'd I will let you know.
Did this change in code work by chance?
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  #13  
Old 05-21-2019, 03:06 PM
CrankWar
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Join Date: Mar 2009
Location: Venus
Posts: 11
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I have yet to rebuild the code and test. Most likely I will instead say IsPet() or something for the check though once I attempt it. I have a feeling that yest its in the aggro code itself.
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