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  #1  
Old 10-19-2006, 01:18 PM
Angelox
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I've been reading around and also remembering, and in the original Fab 4 camp, all NPC's attack roamers. I was thinking to set this, but I noticed that when two of the Fab4 npcs fight the same mob and after it's killed, they then proceed to fight each other.
Would this be a bug or is there something else I need to change?
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  #2  
Old 10-19-2006, 01:20 PM
bufferofnewbies
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make sure you have their 'assist' set for +1 and not -1, and also that they are not useing AE spells.

btw: i first noticed the assist agro problem when I was testing some coding outside CT. The lizards that spawn out there would hit others with the AE and if i backed up.. they would start in-fighting. I had to go and remove some AEs from the caster spell lists. (as well as that damned Flash of light line.. I never liked how it blanked out the whole screen) ahh, but not this is just me rambling..

Last edited by bufferofnewbies; 10-19-2006 at 09:30 PM..
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  #3  
Old 10-19-2006, 02:04 PM
Angelox
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Quote:
Originally Posted by bufferofnewbies
make sure you have their 'assist' set for +1 and not -1, and also that they are not useing AE spells.

btw: i first noticed the assist agro problem when I was testing some coding outside CT. The lizards that spawn out there would hit others with the AE and if i backed up.. they would start in-fighting. I had to go and remove some AEs from the caster spell lists. (as well as that damned Flash of light line.. I never liked how it blanked out the whole screen) ahh, but not this is just me rambling..
Thanks, this was the problem - there is a cleric, wizard, ranger in the group - I removed their spells just to see, and they stopped fighing each other. In the morning, I'll make some new spell sets, special for these situations.

Last edited by Angelox; 10-19-2006 at 10:05 PM.. Reason: Typo
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  #4  
Old 10-19-2006, 02:16 PM
bufferofnewbies
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I'd honestly prefer to see some coding changes that allow a caster's AE spells/ song to ignore any npc above indifferent con. That would prevent alot of 'side agro' issues across the board.

But as it isnt live-like. I don't expect it to be done without doing it myself.
And I code like a one eyed man playing darts.
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  #5  
Old 10-21-2006, 05:20 PM
fathernitwit
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will one of you please put a reasonable guide to NPC guard-style aggro up on the wiki as this thread will get lost.
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  #6  
Old 10-22-2006, 01:13 AM
Angelox
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Quote:
Originally Posted by fathernitwit
will one of you please put a reasonable guide to NPC guard-style aggro up on the wiki as this thread will get lost.
Here's one problem I found with the guards and aggro, And have been trying to find a "work- around" for it;
Guard Brookrock says 'For the defense of Kelethin!!'
Guard Brookrock says 'For the protection of all Fier'Dal, there shall be no mercy for your kind.
that was the Gfay guards quote when they kill off mobs for you.

And this,
"It's bashing time!!"
is a quote from Sigan Ilbirku at Cauldron, as he kills off a mob for you.

Well, Sigan's attach quote works fine, but the guards in GFay remain silent - I tried everything (EVENT_ATTACK, EVENT_AGRRO, EVENT_SLAY) with the same results. I realized the the NPC will not say anything, unless you hit him first. In Dagnors, Sigan always has to fight it out a while, so they hit back and we get the "It's bashing time!!" text. But with the guards, they kill so fast, the mob never hits back, so they never say anything. I guess EVENT_SLAY is for when a PC dies and not an NPC, because it didn't work either. If I'm right and there is no method for an NPC to quote when he attacks, then it would be nice to have one of these events fixed (in the code) to that. for example EVENT_SLAY could apply to PC's and NPC's, or EVENT_AGGRO could add on when the Guard goes to help a PC.
I've been thinking of a way to get the guards to talk in a situation like that but so far, haven't been able to.


If someone would wiki - post anything that's worth while from me, I would appreciate it - My problem with doing this is my health; I'm cursed with arthritis, and try to avoid sitting/typing over long periods of time - which I do anyways, but Wiki would just add to sitting time.
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  #7  
Old 10-22-2006, 02:37 AM
fathernitwit
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we added EVENT_NPC_SLAY a while back for when an NPC kills another NPC, so that would prolly cut it.

as im looking at EVENT_ATTACK, the code is only doing it when the NPC is attacked, as you stated. Im almost wondering if that functionality mihgt be useful to somebody sometime... so im thinking about adding an EVENT_COMBAT which would trigger when an NPC starts "combat" mode, which would be defined as somebody attacking the NPC, or being attacked by the NPC in any manner, or the NPC having somebody on their hate list (in case they are running away or something), and would wear off like 12 seconds after neither of those actions were true... what do you think?
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