Zoning to lose aggro vs. Quest ?
I was curious, with the typical scenario of a player zoning to get rid of aggro
from an npc, is it possible to set up an npc quest script with a proximity and something like sub EVENT_ENTER that will do the same hate wipe as zoning ? Just something I am playing around with, if possible, wanting to setup a "safe" area in a zone, that would enable the player to run to with any aggro from any npc. |
NPC + Factions would be the less convoluted method.
Handling this through Perl, while possible, is not without involvement, to do what you wish AND ensure it's not exploited till kingdom come. |
Quote:
meant to aggro and attack the player that may be running.(chuckle) I didn't get my hopes up to pull this off, but the thought was nice :) Thanks ghanja |
Quote:
You just wish to define a certain area, where a client can run to and the hate lists are wiped? At the very least, I would suggest depopping, killing or at very least, healing the NPC after this is done. Otherwise, you'll have a proverbial line in the sand, where a client can attack the NPC, then if that client gets low on health, cross that line where the NPC says "woops, no no, I cant cross that line, I'll stop hating you now", only for the client to recover then re-engage, all the while slowly works down that NPC. Unless of course that was the intent? TL;DR: More information needed. |
Oh definately, it's expected for a player to be able to attack npc, but then make a run for
it. It's not much different than normal play, when we all ran for the zone line to avoid us all getting wiped. (chuckle) But to clarify what I am hoping to do, is (virtually) divide an open zone, where one area is KOS and the "safe" area is not. I did try something only to experiment, using the same type of faction of the guards in misty, along with opposing noob monster faction (38). I placed the halfling guards at the safe line and put the 38 faction (with a base of -1000) on the kos mobs. inking the halflings would grab the mob, just like they do in misty, when a player brought the mobs to them. But that didn't seem to work, (chuckle) |
Well, I got the alternative option to work using the faction experiment. Just had to
set a little value overlooked in the npc_types table. The npc_aggro value had to be set to higher than 0 on the planned safe line guards. They will indeed assist with it set to 0, but won't aggro unless it's set to 1. |
You could try this...
Setup an invisible NPC in the "Safe Area" and when they enter the proximity it triggers this... Code:
sub EVENT_ENTER { |
Wow, that's exactly what I had in mind. I hope this works :) Thanks a lot NatedogEZ !
I'll give it a try and see what happens, then let you know. |
Yes, works like a charm Natedog. I shuved it in with this proximity snippet.
I aggro'd 3 different mobs (with dmg), ran back to the prox npc and they stopped chasing me :) Thank You very much ! Code:
my $ProxDist = 50; |
All times are GMT -4. The time now is 11:05 AM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.