View Full Version : #aggrozone the best toy yet!
mudman1
07-06-2016, 07:35 PM
Man that is cool using a huge radius the whole dam zone comes a running and love the message, last chance to go invunerable. Great way to stress test. Westernwastes and Dreadlands very cool to do it there. As well as any other place.
Does anyone know a very powerfull AE fear spell? Would be interesting to see npc mass agro in reverse.
mudman1
07-07-2016, 12:57 PM
is there a way to aggro zone on a target?
thanks
N0ctrnl
07-07-2016, 12:59 PM
Yeah, have the target issue the command.
mudman1
07-09-2016, 11:56 AM
Yeah, have the target issue the command.
do i do #npcsay #aggrozone?
N0ctrnl
07-10-2016, 12:08 AM
NPCs can't issue commands. So, no, that won't do anything.
mudman1
07-10-2016, 12:35 PM
i dont get how to make the target issue the command you suggested thanks how do i do that?
N0ctrnl
07-10-2016, 12:56 PM
My assumption was that you meant a player target, in which case my answer was to give them access to the command. You can probably script what you're after, but commands won't work for NPC on NPC action.
Kingly_Krab
07-10-2016, 01:20 PM
It'd be simple enough to rewrite the current command to allow you to aggro on your target or write a second command called #aggrotarget or something.
Scorpious2k
07-10-2016, 02:27 PM
Or #aggrozone [optional target] is the way I would do it.
Kingly_Krab
07-10-2016, 02:46 PM
Or #aggrozone [optional target] is the way I would do it.
Yeah, that's kind of what I was implying.
Kingly_Krab
07-10-2016, 02:54 PM
Take note of the changes. This will let you aggro zone on any mob target (NPCs/Clients).
void command_aggrozone(Client *c, const Seperator *sep) {
if(!c)
return;
Mob *m = c->CastToMob();
if (!m)
return;
uint32 hate = atoi(sep->arg[1]); //should default to 0 if we don't enter anything
entity_list.AggroZone(m, hate);
c->Message(0, "Train to you! Last chance to go invulnerable...");
}void command_aggrozone(Client *c, const Seperator *sep) {
if(!c)
return;
Mob *m = (c->GetTarget() ? c->GetTarget()->CastToMob() : c->CastToMob());
if (!m)
return;
uint32 hate = atoi(sep->arg[1]); //should default to 0 if we don't enter anything
entity_list.AggroZone(m, hate);
if (m->IsClient())
m->CastToClient()->Message(0, "Train to you! Last chance to go invulnerable...");
}
N0ctrnl
07-10-2016, 04:11 PM
Nice one. That's handy.
mudman1
07-10-2016, 04:38 PM
Take note of the changes. This will let you aggro zone on any mob target (NPCs/Clients).
void command_aggrozone(Client *c, const Seperator *sep) {
if(!c)
return;
Mob *m = c->CastToMob();
if (!m)
return;
uint32 hate = atoi(sep->arg[1]); //should default to 0 if we don't enter anything
entity_list.AggroZone(m, hate);
c->Message(0, "Train to you! Last chance to go invulnerable...");
}void command_aggrozone(Client *c, const Seperator *sep) {
if(!c)
return;
Mob *m = (c->GetTarget() ? c->GetTarget()->CastToMob() : c->CastToMob());
if (!m)
return;
uint32 hate = atoi(sep->arg[1]); //should default to 0 if we don't enter anything
entity_list.AggroZone(m, hate);
if (m->IsClient())
m->CastToClient()->Message(0, "Train to you! Last chance to go invulnerable...");
}
should i merge this to my database or will this be in the next eqemu release? if merge what are the steps using hiedi thanks !!
Kingly_Krab
07-10-2016, 08:39 PM
That is the C++ behind the #aggrozone and is completely separate from your database. You would have to make a modification to your source code in the zone/command.cpp and recompile in order for this change to be on your server. I don't think I'm going to try to get this merged to the main branch, just because some people would accidentally have a target and aggro the entire zone on the wrong mob.
Uleat
07-10-2016, 09:03 PM
You could probably script this type of action to some text phrase.
EDIT: (Blaspheme Bertoxxulous openly (in say) in PoH and the whole zone descends upon you!)
jpyou127
07-11-2016, 08:27 AM
Uleat that would be pretty awesome!
Celestial
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