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  #1  
Old 08-30-2009, 10:56 PM
Shadow-Wolf
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Quote:
Originally Posted by ChaosSlayerZ View Post
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?
pretty sure the aggro event triggers only once. The combat event is not redundant cause it gives the script writer the ability to have code executed at the end of a battle that didn't necessarily mean the mob killed the players, like if they zoned.
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Old 08-31-2009, 04:23 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
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Ok thanks!

I found something interesting in latest updates:

Code:
sub EVENT_AGGRO_SAY
{
	if($text=~/hate/i)
	{
		my @hatelist = $npc->GetHateList();
		foreach $ent (@hatelist)
		{
			my $h_ent = $ent->GetEnt();
			my $h_dmg = $ent->GetDamage();
			my $h_hate = $ent->GetHate();
			if($h_ent)
			{
				my $h_ent_name = $h_ent->GetName();
				quest::say("$h_ent_name is on my hate list with $h_hate hate and $h_dmg damage.");
			}			
		}
	}
}


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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Old 08-31-2009, 05:58 PM
pfyon's Avatar
pfyon
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Quote:
Originally Posted by ChaosSlayerZ View Post
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.
Correct me if I'm wrong, but I am pretty sure the trivial loot code made mobs not drop loot for you if you were too high level, not banish you.
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Old 08-31-2009, 06:38 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
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Quote:
Originally Posted by pfyon View Post
Correct me if I'm wrong, but I am pretty sure the trivial loot code made mobs not drop loot for you if you were too high level, not banish you.
true, but there is an inherited problem with TLC how it was done on EQ1.
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
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