EVENT_AGGRO question?
Does EVENT_AGGRO only triggers once? or does it triggers every time someone aggroes the mob /gets added to hate list?
For example Player A aggroed the mob, EVENT_AGGRO was triggered, now Player B joins in and starts beating on the mob to - does EVENT_AGGRO will trigger again? if its not - how could I detect every instance when new player/new mob gets added to the hate list beyond the first? thanks! PS. One more thing if EVENT_AGGRO only fires once (until mob looses all aggro) then how its different from EVENT_COMBAT? Aren't they then redundant? |
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Ok thanks!
I found something interesting in latest updates: Code:
sub EVENT_AGGRO_SAY I suppose I could use this as base to instead pull out players level rather than his hate? I am hoping to use this to implement trivial Encounter Loot Code like it was on Firiona Vie server and on EQ2. So if player on the list above certain level, he will be banished out of the zone. |
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Such as it doesn't prevent Kill stealing by someone who cannot kill mob legibly just to ruin your day. In EQ2 it was impossible to KS cause as soon player A would aggro the mob the encounter would be LOCKED on that player (and his group) and no one else could dmg the mob. Unfortunately we are unable to reproduce such system. So by banishing the player I am trying to solve 3 problems at once: -prevent farming of lower level mobs by players who are way to high of lev for the given encounter -prevent high lev people assisting low level people in the fight which is otherwise trivial to them (healing, buffing, dealing dmg etc) -prevent high lev jerks going around and ruining people kills even if they can't get the loot. Not to mention I don't think "denial of loot" is something what is can be done with just the scripts. I could make it so a special BONUS loot only drops of the mob if player is within right level range (and again must check for entire group) in a form of spawning a CHEST, but then the chest itself could become a target of ninja looting It would be nice if we could LOCK the encounter like they do it in eq2, but pretty sure this will require some server side coding |
You might be able to just have it show no loot to people outside the lvl range. Doesn't solve the problem of high lvls buffing lower lvls to kill mobs, but if a jerk went around killing everything, the corpses would be lootable for stuff by people of the correct lvl range (after 6 mins or whatever the timer is).
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Also I want to point out that I don't plan on using this script on ALL mobs. Just on the name bosses who carry specially valuable loot. So a high lev person can still run around low level dungeon farming junk drops/cash or collecting faction. |
I wrote a script that will de-pop fabled mobs and repop the regular version with EVENT AGRO using a level threshold. Maybe on the bosses you want to do this to, have the EVENT AGRO pop the same boss with no loot, or spawn some sort of PH. Just a thought to solve one of the problems. Not sure if you wanted to have to do DB changes to make it work.
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On second thought, What if you used EVENT DEATH. Set the threshold so that people who are of level to fight and kill the mob receive the loot via quest::summonitem and the others who would be way too high or are just there to KS would be banished and the have the script repop the mob.
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-give each person VERY specific loot usable by their class or -give them random loot which is dropable and non lore to avoid situations where entire group which has say no ranger receives 6 ranger only no drop bows as reward =) This will work for number of situation however, like given out specific class based rewards or quest drops, but in my case i actually do not want to give 6 pieces of loot on 1 groupable boss- i only want to give 2 items randomly chosen |
I see what you mean, my perl skills are limited lol
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When you summon items in a quest script you can have it pick random items. So if you had a mob drop 5 items, you just have it pick one at random and then summon that item id for the player that is in the correct level range. If you have the PEQ version, check out the Nillipus quest.
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You have 6 people group, but ALL of them in valid level range. Who should get a loot? Just one random person? My players going to kill me for that :D |
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