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  #1  
Old 01-03-2014, 12:08 AM
Mariomario
Hill Giant
 
Join Date: Jul 2004
Posts: 143
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Probably not the best suggestion as this would trigger the entire time during combat against the passive object, but it would do exactly as needed. Your passive object would start with the needed flags fUCNIDo then inside of a script:

Code:
sub EVENT_COMBAT
{
	if($combat_state == 1)
	{
		quest::modifynpcstat("special_attacks",fUCNIDoH);
		$npc->WipeHateList();
	}
}
This would allow the aggressive mobs to assist the passive object upon initial attack, then sets the passive object back to non-aggro and wipes the hate list stopping it from attacking the original toon who attacked it. Again probably not the best suggestion, but it achieves what you're looking for.
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  #2  
Old 01-03-2014, 04:57 AM
jdoran
Hill Giant
 
Join Date: Jul 2012
Posts: 212
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Quote:
Originally Posted by Mariomario View Post
Probably not the best suggestion as this would trigger the entire time during combat against the passive object, but it would do exactly as needed. Your passive object would start with the needed flags fUCNIDo then inside of a script:

Code:
sub EVENT_COMBAT
{
	if($combat_state == 1)
	{
		quest::modifynpcstat("special_attacks",fUCNIDoH);
		$npc->WipeHateList();
	}
}
This would allow the aggressive mobs to assist the passive object upon initial attack, then sets the passive object back to non-aggro and wipes the hate list stopping it from attacking the original toon who attacked it. Again probably not the best suggestion, but it achieves what you're looking for.
An interesting idea. I'm pretty sure that I would need to maintain aggro on the passive mob, or nearby NPCs would not join in. I'm imagining a wandering mob passing by in mid-fight, and not aggroing the player because of the H flag.

Still, I had not considered modifying the flags mid-fight. While I don't think it will help in this case, I bet I will find a use for this technique elsewhere.
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  #3  
Old 01-08-2014, 08:06 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
Default

Personal recommendation is to use a different approach and add aggro via perl/lua, but if you want to stick with the current approach perhaps increasing the NPC's weapon delay will hide the problem a little

Lowering the player's faction for the duration of the event might also do the trick.
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  #4  
Old 01-08-2014, 09:01 AM
Kayen
Developer
 
Join Date: Mar 2009
Location: -
Posts: 228
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Kayen: Implemented Perl MOB Quest Object SetDisableMelee(1=Disabled) - Prevents the ability to auto attack.
Kayen: Implemented Perl MOB Quest Object IsMeleeDisabled()

So you would use
$npc->SetDisableMelee(1);

NPC will do all its regular functions but it won't be able to auto attack

Kayen
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