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! |
pets only get AGGRO if made to attack or OWNER pulls aggro and dont think you going get this did.
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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 |
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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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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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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If the Eye is KOS, what the hell is the point of the spell?
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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 Then I can get pets being aggro'd I will let you know. |
Ah its the good old days on live where the holgresh elder beads were a pulling tool, haha.
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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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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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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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