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  #1  
Old 08-21-2016, 03:44 PM
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Default 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.
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Old 08-21-2016, 04:55 PM
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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.
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Old 08-21-2016, 05:06 PM
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Quote:
Originally Posted by ghanja View Post
NPC + Factions would be the less convoluted method.
Ya, I can't alter the npc factions. It's all set up with custom npcs which were
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
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Old 08-21-2016, 05:14 PM
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Quote:
Originally Posted by DanCanDo View Post
Ya, I can't alter the npc factions. It's all set up with custom npcs which were
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
Well I mean, its doable, it just wasn't the best way, assuming you were running stock. I don't know all the intricacies of your server to suggest the best method.

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.
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Old 08-21-2016, 05:23 PM
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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 (3.
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)
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Old 08-21-2016, 09:42 PM
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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.
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Old 08-21-2016, 10:13 PM
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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 {
	$entity_list->RemoveFromHateLists($client);
}
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Old 08-21-2016, 10:20 PM
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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.
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Old 08-21-2016, 11:13 PM
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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;

sub EVENT_SPAWN {
  my $x = $npc->GetX();
  my $y = $npc->GetY();
  my $z = $npc->GetZ();
  quest::set_proximity($x - $ProxDist, $x + $ProxDist, $y - $ProxDist, $y + $ProxDist, $z - $ProxDist, $z + $ProxDist);
}

sub EVENT_ENTER {
  $npc->SignalClient($client, 1);
  $entity_list->RemoveFromHateLists($client);
}
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