NPC reseting aggro for a quest
Okay, here is what I am trying to do...
My event begins and when npc1 reaches 75% he spawns 4 adds. I want to make it so that npc1 stops attacking and is unable to be targeted until the 4 adds are killed. Once they are dead i want him to start attacking again. Anyone able to help me set this portion of the quest up? I have everything else running right, just dont know the commands to make a npc non aggro and untargetable. |
The only way to do that is to have multiple versions of the same spawn and then depop the main one and pop him again as the untargetable/non-agro version. Then, once the adds are dead, set it to spawn the main one again, but have it spawn with lower health than before (maybe 70%).
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Here is the full list... I just pulled it from the wiki... READ THE WIKI <3
ABILITY CODE Summon S Enrage E Rampage R Flurry F Tripple Attack T Quad Attack Q Unslowable U Unmezable M Uncharmable C Unstunable N Unsnareable/Unrootable I Unfearable D Immune to Melee A Immune to Magic B Immune to Fleeing f Immune to non-bane damage O Immune to non-magical damage W Will never aggro H |
For untargetable, you have to set body_type to 11 in the NPC_Types table (or in GeorgeS' NPC Loot Editor).
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Aye, I knew all of that. I was just curious if there was a command i was missing that would set a npc to become untargetable without having a to depop it and respawn a new one.
Thanks Trev =) |
Ya, I always love when new quest commands get added. I think it would be awesome if there was one that could change any NPC stat realtime like a quest version of NPC edit that didn't require a repop. Then, you could have an NPC that started off hitting low and ended hitting for massive amounts, or slow then fast, or change run speed, etc etc. It would be nice if you could make an NPC vulnerable to certain types of damage during different parts of a fight as well.
Anything that adds more variety is what I am always looking for. In the mean time, I just try to come up with new ways to use the same old commands. |
I think I tried to bodytype adjustment before with no luck. So, you'll pretty much have to use a different npc that is untargetable.
Your best bet is to have the npc spawn the adds via his quest script and add top player on hate list to their hate list. With them, also spawn a non-targetable version of your encounter npc. Then, run a perl script on untargetable npc. Set a time when he spawns. Have it check for their npc ids in the timer. And if they are not there(thus all dead), he triggers a targetable version of himself. Then use a: Code:
sub EVENT_SPAWN { As far as the adjustments mid fight, I've used spells and special abilities to do similar when I was hoping to be able to run my project full time. While this script admittedly rough around the edges and could use work, here goes: Code:
sub EVENT_SPAWN { I have 10-20 of these scripts I was running on my raid encounters on my server. Similar atleast! However, just have not been able to find a stable host/project manager to take over:/ |
Quote:
Code:
$npc->NPCSpecialAttacks(UMCNIDABfOWH, 0); Code:
$mob->WhipeHateList(); |
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