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Development::Feature Requests Post suggestions/feature requests here. |
05-07-2009, 01:43 AM
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Banned
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Join Date: Sep 2006
Posts: 841
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Pacify and Lull
Need a NPCSPECIALATTK code for un-lullable and un-pacifyable mobs..
King
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05-07-2009, 05:25 AM
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Hill Giant
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Join Date: Feb 2006
Posts: 179
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I believe MR immune mobs might not be pacifiable.
Give it a try, inquiring minds wanna know.
Although a special for it would probably be good anyways *IF* used conservatively.
An example of using a specials rediculously would be on Zeb where nothing can be slowed or mezzed or charmed,thus completely making enchanters pointless and boning BLs, Shaman, Necros and any other class that has a slow.
At least Enchanter got a awesome pet on Zeb.
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05-07-2009, 05:56 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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This might not be a bad special attack code to have, but it probably wouldn't need to be used often. If you want to make sure that mobs always share aggro in certain cases, it is very easy to just pass aggro to them via a script.
And in Zeb's defense, they were set like that back when fear was causing perma-stun, essentially making everything extremely trivial if it could be feared. From what I recall, Jibba said that fear was grouped with mez/slow/etc, so it was basically all or nothing. I haven't checked the old revisions to see if that is true or not, but I wouldn't be too surprised if it was. I think he just didn't want to have to rebalance all of the content on his server to correct it after fear was fixed and the special attacks where divided up.
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05-07-2009, 09:04 AM
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Banned
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Join Date: Sep 2006
Posts: 841
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Well... I would use it often... I don't want my see invis mobs to be pacified.. I don't want to take up their MR or make them immune to magic either..
I need these functions
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05-07-2009, 10:36 AM
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Hill Giant
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Join Date: Dec 2007
Posts: 182
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Instead of immune to pacify, push their MR up to compensate and then edit the spell line to make it more resistable. That way with Tash/Malo the mob can still be slowed but you take your life in your hands casting harmony/lull.
Anyone try giving it a charisma check and just jacking it up?
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05-07-2009, 03:49 PM
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Banned
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Join Date: Sep 2006
Posts: 841
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Their high level pacify is un-resistable
Dunno if I want to edit it they would yell at me for nerfing ! hehe
Would rather just be able to pick which ones I want for this feature..
Like on live, I am a bard and I also have one that lands on everything but the ones they designated to be non pacifyable <---however you spell that
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05-07-2009, 05:34 PM
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Hill Giant
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Join Date: Dec 2007
Posts: 182
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I suppose this is grammatically uncharted waters.
Gonna try the charisma thing for us & see what happens.
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05-07-2009, 07:29 PM
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Developer
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Join Date: Mar 2009
Location: -
Posts: 228
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Code:
sub EVENT_CAST_ON {
if ($combat_state == 0) {
$npc->BuffFadeAll();
}
Why not use a code like this on mobs you don't want pacified.
Basically it will just debuff any mob who is cast on and not in combat.
Should work. I'd guess.
Kayen
GM Stormhaven
Last edited by trevius; 05-08-2009 at 03:40 AM..
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05-07-2009, 10:36 PM
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Banned
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Join Date: Sep 2006
Posts: 841
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Nice one , will give that a shot..
You rock !
King
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05-08-2009, 12:15 AM
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Hill Giant
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Join Date: Feb 2006
Posts: 179
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Quote:
Originally Posted by Kayen
Code:
sub EVENT_CAST_ON {
if ($combat_state == 0) {
$npc->BuffFadeAll();
}
Why not use a code like this on mobs you don't want pacified.
Basically it will just debuff any mob who is cast on and not in combat.
Should work. I'd guess.
Kayen
GM Stormhaven
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Good idea.
But always being one to worry about needless use of CPU resources, won't this make mobs using this script to constantly have to be serviced where as just making it a special only takes CPU when someone actually casts a spell?
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05-08-2009, 01:39 AM
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Banned
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Join Date: Sep 2006
Posts: 841
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Hmm the Quest didn't seem to work at least from me casting #cast... Maybe I have to be a player that does it ??
King
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05-08-2009, 05:50 AM
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Demi-God
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Join Date: May 2007
Location: b
Posts: 1,447
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Quote:
Originally Posted by KingMort
Hmm the Quest didn't seem to work at least from me casting #cast... Maybe I have to be a player that does it ??
King
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I believe so.
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05-08-2009, 07:22 AM
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Sarnak
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Join Date: Jan 2006
Posts: 31
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Quote:
Originally Posted by MNWatchdog
Good idea.
But always being one to worry about needless use of CPU resources, won't this make mobs using this script to constantly have to be serviced where as just making it a special only takes CPU when someone actually casts a spell?
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being a sub EVENT_CAST_ON, this script is only called when the mobs is cast on also. so it shoudlnt consume any more, if any at all. CPU resources
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05-14-2009, 12:45 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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people, you should realise that if Pacify Immune flag is requested- there are good grounds for it.(and i totaly support it) We can find dozen works arounds, yet all of them will have unwanted sideffect. So why don't we just implement the darn lull immune flag and be done with it =)
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05-14-2009, 03:57 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Quote:
Originally Posted by ChaosSlayerZ
people, you should realise that if Pacify Immune flag is requested- there are good grounds for it.(and i totaly support it) We can find dozen works arounds, yet all of them will have unwanted sideffect. So why don't we just implement the darn lull immune flag and be done with it =)
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Anyone is free to write up the code for it Probably shouldn't be too hard, but it is at about as far down on my priority list as you can get atm lol.
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