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09-26-2011, 04:20 PM
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Dragon
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Join Date: May 2010
Posts: 965
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patch file contents below.
edit: Hmm still think a rule would be nice on this. Any other opinions?
edit2: i rebuilt my server with 2021 and this change and it is not working.
Code:
Index: trunk/EQEmuServer/zone/MobAI.cpp
===================================================================
--- trunk/EQEmuServer/zone/MobAI.cpp (revision 2021)
+++ trunk/EQEmuServer/zone/MobAI.cpp (working copy)
@@ -773,7 +773,7 @@
if (engaged)
{
- if (IsRooted())
+ if (IsRooted() && !permarooted)
SetTarget(hate_list.GetClosest(this));
else
{
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09-26-2011, 04:47 PM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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A rule makes no sense for this, neither does this change either but at least it will be easy to edit out.
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10-18-2011, 02:49 AM
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Discordant
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Join Date: Jan 2007
Posts: 300
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if i remember correctly I was a SK + Necro
Perm Rooted Mobs Do go for the Closest Mob.
Because technically its still a root , but with a longer Duration 
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10-19-2011, 06:15 AM
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Discordant
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Join Date: Dec 2005
Posts: 435
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Really....
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10-19-2011, 07:15 AM
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Fire Beetle
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Join Date: Jul 2011
Posts: 11
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there is a Zun mob in tacvi (live) that drops the bbb, him and his four adds are perma rooted and summon at 95%. Every 10% in health he drops his adds come alive and hit like him. my guild used to summon tank the adds and him till the guild as a whole got stronger to straight tank them. Also in barindu there is a zun that is perma rooted till 50% if i remeber right and doesnt (used to) not summon, but was later patched to summon (unoffical patch not noted) and my guild at the time had time gear and he meleed for 7k with an ae ramp and was nasty but summon tanking was the only way to tank him unslowed. this is just my 2cents is all.
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10-24-2011, 09:12 AM
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Demi-God
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Join Date: Jan 2002
Posts: 1,290
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Just a thought, you can always set an NPC's runspeed to 0 which would in effect make them 'perm rooted'.. Then just use scripting if you need them to run again.
__________________
www.eq2emu.com
EQ2Emu Co-Founder / EQ2Emu Developer
EQEMu Co-Founder / Former EQEMu Developer / GuildWars / Zek Seasons Servers
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10-27-2011, 07:16 PM
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Discordant
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Join Date: Jan 2007
Posts: 300
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Believe so yeahh , havnt raided any perma rooted mobs for a while . unless theyve changed it , in the last few years.
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09-26-2011, 04:57 PM
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Demi-God
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Join Date: Aug 2010
Posts: 1,742
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I think a rule is appropriate unless someone can verify how it works on live today. I remember rooted mobs just attacking the closest target, but I also don't recall any that were permarooted.
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09-26-2011, 05:16 PM
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Dragon
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Join Date: May 2010
Posts: 965
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lerxst: typically the only permarooted mobs you will see are a few raid mobs scattered around in general. Permarooted mobs did behave differently than rooted mobs. Here is a post from 2003 on the subject.
http://everquest.allakhazam.com/db/i...05380013444374
caryatis: the point of a rule is to let people who do not like something, change that something easily. Yes your post about setting a low run speed works. But the point of the original post valid and the permarooted boolean already exists. It should be used appropriately instead of just getting lumped in with rooted.
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09-26-2011, 05:58 PM
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Demi-God
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Join Date: Aug 2010
Posts: 1,742
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Quote:
Originally Posted by sorvani
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That's why I said "on live today". How it may have worked in 2003 could be the same as today, but it also might not be. IMO some things should be checked before just being implemented. But, that's just my opinion.
Also, glad you fixed the error in the original posted code when you posted the patch. Knowing both pieces of code the OP posted wouldn't compile doesn't fill me with confidence.
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09-26-2011, 07:27 PM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 539
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The point you are missing though sorvani is that on live mobs exhibit both behaviors. Some perma rooted mobs attack the closest target, others a use normal aggro list. If you make it a rule then you limit your entire server to only using one kind(and you can change it at will now, per mob).
I dont see why you dont see 0.0001 as permaroot with normal agro and 0 as permaroot like spell rooted.
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09-26-2011, 07:50 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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use -1 as a special flag, rather than 0.0001, to prevent some funky behavior where mob accidentally gets agroed by someone, and starts moving towards that player, and eventually leaves his room, if player stays in zone long enough 
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09-26-2011, 11:31 PM
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Developer
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Join Date: Mar 2009
Location: -
Posts: 228
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I have to agree with Caryatis.
This is a fix for something that isn't broken.
Permarooted/Rooted mobs always attack the closest target which is
how eqlive worked long as I played.
If you want to by pass this set run speed to 0.00000001, and I have been doing
this for years with no problems.
Kayen
GM Storm Haven.
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09-27-2011, 12:55 AM
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Fire Beetle
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Join Date: Jun 2005
Posts: 7
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http://www.youtube.com/watch?v=Wa-YXWSRsXs at the 2:44 the tank is the shrunk human warrior who is not the closest.
http://www.youtube.com/watch?v=k8fLD...eature=related at the 1 minute mark, im not sure who is tanking, but it isn't any of the people who are close and behind the mob and noone is standing in front of it.
http://www.youtube.com/watch?v=zH-W7fPES9E at about 1:10 you can see the dwarf warrior getting knocked back and not being the closest, but yelinak doesn't spin to someone else.
I put in 10 years on live and really don't remember any of the killable npc's who were permarooted attacking the closest pc. I am not saying there isn't one, but most of the permarooted mobs used in the top "raid" zones from Kunark to GoD had aggro tables. If they didn't they would be saying give the warrior a shield and who care what kind of threat he has, he won't be loosing aggro.
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09-27-2011, 01:42 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I don't think people have any issue with adding the option to set perma-rooted mobs to use a normal hate table vs attacking the closest as they currently do. Seems like there are 2 debates; One being that there is already an option to just set the runspeed to a very low rate to simulate perma-rooted with the same properties as an unrooted mob. The other is that a rule could be added to set it to either handle it one way or the other server-wide for all NPCs.
One solution that would work for both would be to make it a special attack code. Though, I think the simplest solution would be to make it a rule that allows you to toggle if you want ALL perma-rooted mobs to act the same way as reported from Live, or if you want to leave the option to have some attack the closest (runspeed 0.0) and some attack the highest hate (runspeed 0.000001).
Maybe something like this would work out for everyone:
MobAI.cpp
Code:
Index: trunk/EQEmuServer/zone/MobAI.cpp
===================================================================
--- trunk/EQEmuServer/zone/MobAI.cpp (revision 2021)
+++ trunk/EQEmuServer/zone/MobAI.cpp (working copy)
@@ -773,7 +773,7 @@
if (engaged)
{
- if (IsRooted())
+ if (IsRooted() && (RuleB(Aggro, PermaRootedAttacksNearest) || !permarooted))
SetTarget(hate_list.GetClosest(this));
else
{
And this to the aggro section of common/ruletypes.h
Code:
RULE_BOOL ( Aggro, PermaRootedAttacksNearest, true )
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