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  #1  
Old 06-23-2008, 03:28 AM
Weldarr
Sarnak
 
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Default 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.
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Old 06-23-2008, 05:03 AM
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trevius
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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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Old 06-23-2008, 03:24 PM
xxarthurxx
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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
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Old 06-23-2008, 06:35 PM
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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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  #5  
Old 06-25-2008, 03:18 AM
Weldarr
Sarnak
 
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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 =)
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  #6  
Old 06-25-2008, 04:23 AM
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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.
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  #7  
Old 07-03-2008, 01:30 AM
AndMetal
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Quote:
Originally Posted by Weldarr View Post
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.
If the main idea is to make the NPC stop attacking and not able to be attacked until the 4 adds are killed, I think you can do this with $npc->NPCSpecialAttacks, like Striat is using. The mob would still be targetable, but it couldn't be attacked and wouldn't attack back. Using the NPC Special Attack list from the Wiki, you could use this command:
Code:
$npc->NPCSpecialAttacks(UMCNIDABfOWH, 0);
Then, once the other 4 mobs are dead, change the special attacks back to what they should be normally (depending on your mob), set the HP back to 75% (since it will probably have regenerated some by then), and he should start attacking again. I'm not sure if running the command clears the hate list, but if not, you can always do so manually if you want:
Code:
$mob->WhipeHateList();
Hope this helps.
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