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  #1  
Old 08-23-2007, 11:39 PM
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cavedude
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Yes, you could put all the creatures on their own faction so that they would just assist each other. But the problem with that is two-fold. One, that's a lot of factions, and there is no need for them if the system works. That's purely from an optimization standpoint. And two, it isn't live like. I know in Misty as an example the only creatures that were ever social (excluding KOS, gobbys, orcs, bixies) were those damn beetles. The bats, rats, snakes, and spiders would never assist each other. Though in gfay you are right on, there were a lot more npcs that would assist. It's also a much larger zone with a lot more room to breathe.

But this problem isn't just limited to noob mobs, that is just the best example. Smaller dungeons are another good example. If aggro range and assist range are the same, then it's silly to have same faction NPC's assist assuming they already are KOS. Assisting uses a bit more CPU power than straight out aggro and on larger servers reducing it in favor of regular old aggro could make as big an impact as your non-pet spell tables did which I am still thankful for.
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Old 08-24-2007, 06:31 AM
John Adams
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I'm glad we're discussing this. I created a few new NPCs in a dungeon the other day, 2 side by side (defending a doorway for instance). I set their aggro radius up, dropped my GM and attacked one. The other stood there like a statue. I even ran up under his dress, dragging his buddy who I was killing with me. No aggro.

So I went to check the database entries for those two. Noticed I forgot to make a Faction. So using PEQEditor, I setup a single faction, assigned it to both NPCs, having them Assist. Repopped, then attacked one of them again. Still, the other would not aggro.

Is that not how this system works?
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  #3  
Old 08-24-2007, 06:38 AM
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Faction is in shared mem so you need a reboot to take effect.
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  #4  
Old 08-24-2007, 07:55 AM
John Adams
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Ahh, ok that makes sense. I didn't think of that. :(
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  #5  
Old 09-08-2007, 02:56 AM
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Sorry to bump, but after talking with FNW and KLS last night about this, the newest build has a solution:

KLS: Added a field that allows you to override a factions innate desire to assist their own faction in battle to the npc_faction table

Required SQL:
alter table npc_faction add column ignore_primary_assist tinyint(3) not null default 0;

Setting ignore_primary_assist to 1 will prevent NPCs from assisting their own on that faction, leaving at the default 0 will leave things as is
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  #6  
Old 01-18-2008, 07:49 PM
ChaosSlayer
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I am realy glad to see this was finaly addressed while I was away from EMU

I don't mean to be a dick.. but wasn't it more logical to code in "-1" value in npc_value colum to force a faction NOT to assist each other? =)
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  #7  
Old 01-19-2008, 01:41 AM
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Nah, the true/false value makes more sense.
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