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  #1  
Old 02-27-2013, 05:26 PM
Gregk
Sarnak
 
Join Date: Mar 2010
Posts: 41
Default 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
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  #2  
Old 02-27-2013, 05:34 PM
dagulus2
Hill Giant
 
Join Date: Feb 2013
Posts: 220
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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.
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  #3  
Old 02-27-2013, 06:32 PM
Gregk
Sarnak
 
Join Date: Mar 2010
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Double checked. Didn't seem to be it. I do appreciate the info, always good to pick up new info.
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  #4  
Old 02-27-2013, 09:32 PM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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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.
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  #5  
Old 02-27-2013, 11:30 PM
Uleat's Avatar
Uleat
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Location: North Carolina
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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?)
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  #6  
Old 02-27-2013, 11:35 PM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
Default

Georges editor did this to my server, have you used it recently ?
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  #7  
Old 02-28-2013, 02:39 AM
trevius's Avatar
trevius
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Location: USA
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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
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  #8  
Old 02-28-2013, 08:10 AM
Gregk
Sarnak
 
Join Date: Mar 2010
Posts: 41
Default

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.
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  #9  
Old 02-28-2013, 02:36 PM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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Quote:
Originally Posted by KingMort View Post
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.
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  #10  
Old 02-28-2013, 03:30 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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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.
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  #11  
Old 02-28-2013, 03:58 PM
Zia
Fire Beetle
 
Join Date: Dec 2010
Posts: 21
Default

Quote:
Originally Posted by trevius View Post
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.
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  #12  
Old 03-01-2013, 06:18 AM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
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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.
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  #13  
Old 03-01-2013, 06:27 AM
Zia
Fire Beetle
 
Join Date: Dec 2010
Posts: 21
Default

Quote:
Originally Posted by trevius View Post
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.
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  #14  
Old 03-01-2013, 06:44 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
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Ding ding ding! We have a winner! Sorvani, please step up and take your prize

http://code.google.com/p/projecteqem...one/spells.cpp
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  #15  
Old 03-01-2013, 12:46 PM
Robregen
Developer
 
Join Date: May 2011
Posts: 108
Default

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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