Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::Windows Servers

Support::Windows Servers Support forum for Windows EQEMu users.

Reply
 
Thread Tools Display Modes
  #1  
Old 02-27-2013, 05:26 PM
Gregk
Sarnak
 
Join Date: Mar 2010
Posts: 41
Default NPCs killing other NPCs in Plane of Growth.

Seems a bit random. Thought it might be faction, so I put them all on the same one. Thought it could possibly be a spell issue, but I'm not seeing and negative spells, just buffs. Also doesn't appear to be race or class related either. Open to any suggestions.

Thank you
Reply With Quote
  #2  
Old 02-27-2013, 05:34 PM
dagulus2
Hill Giant
 
Join Date: Feb 2013
Posts: 220
Default

Make sure you have not set the faction to attack other members of the same faction. In the 'npc_faction_entries' table, the 'npc_value' needs to not be -1 towards the same faction id.
Reply With Quote
  #3  
Old 02-27-2013, 06:32 PM
Gregk
Sarnak
 
Join Date: Mar 2010
Posts: 41
Default

Double checked. Didn't seem to be it. I do appreciate the info, always good to pick up new info.
Reply With Quote
  #4  
Old 02-27-2013, 09:32 PM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
Default

I noticed this same issue in BoT. I zoned in and once i walk up the double set of stairs I start seeing messages like "You will not evade me such-n-such". Obviously two giant factions fighting each other. I've never adjusted the table so I'm not sure why it's happening all the sudden.
Reply With Quote
  #5  
Old 02-27-2013, 11:30 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
Default

Has anyone tried killing both sides of the melee to see what faction hits are actually occurring? (Or looked at the loaded value for each?)
__________________
Uleat of Bertoxxulous

Compilin' Dirty
Reply With Quote
  #6  
Old 02-27-2013, 11:35 PM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
Default

Georges editor did this to my server, have you used it recently ?
Reply With Quote
  #7  
Old 02-28-2013, 02:39 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Just a guess, but do either of the NPCs attacking (or being attacked) have the special attack code "U" set for unslowable? If so, and if they get buffed with haste, I think that will cause aggro based on the code I posted about in this thread about a similar issue:

http://www.eqemulator.org/forums/showthread.php?t=36369
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #8  
Old 02-28-2013, 08:10 AM
Gregk
Sarnak
 
Join Date: Mar 2010
Posts: 41
Default

I did use georges tools. I will also check faction hits a bit later. Off to fo the work thing...
Many thanks for the tips.
Reply With Quote
  #9  
Old 02-28-2013, 02:36 PM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
Default

Quote:
Originally Posted by KingMort View Post
Georges editor did this to my server, have you used it recently ?
Now that you mention it, yes. But I only used it to remove spectral parchments from mobs that shouldn't be dropping it. Like frogs in Plane of Storm; perhaps the saves are editing mass tables because i have never edited BoT for loot.
Reply With Quote
  #10  
Old 02-28-2013, 03:30 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

I saw this in BoT the other day and I don't think it registered what was going on. I also saw the 'You will not evade me' . Trevius' explanation makes a lot of sense, since I spend a lot of time i BoT and hadn't seen it before. I use a stock peq db except for changes I make that I plan to commit.
Reply With Quote
  #11  
Old 02-28-2013, 03:58 PM
Zia
Fire Beetle
 
Join Date: Dec 2010
Posts: 21
Default

Quote:
Originally Posted by trevius View Post
Just a guess, but do either of the NPCs attacking (or being attacked) have the special attack code "U" set for unslowable? If so, and if they get buffed with haste, I think that will cause aggro based on the code I posted about in this thread about a similar issue:

http://www.eqemulator.org/forums/showthread.php?t=36369
Would the same thing happen if SoW was cast on a mob which was unsnarable? Because I have seen this in a few cases where mobs are not unslowable. Mastruqs in Qinimi, abandoned workers in the Sewers (okay, these are unslowable), Phara Dar attacking her guardians and a couple more places I think.
Reply With Quote
  #12  
Old 03-01-2013, 06:18 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Yes, it appears so:

Code:
	if
(
IsEffectInSpell(spell_id, SE_Root) ||
IsEffectInSpell(spell_id, SE_MovementSpeed)
)
{
if(SpecAttacks[UNSNAREABLE]) {
mlog(SPELLS__RESISTS, "We are immune to Snare spells.");
caster->Message_StringID(MT_Shout, IMMUNE_MOVEMENT);
int32 aggro = CheckAggroAmount(spell_id);
if(aggro > 0) {
AddToHateList(caster, aggro);
} else {
AddToHateList(caster, 1);
}
return true;
}
}
I wouldn't be surprised if this same issue applies to other special attacks as well.

I think the easiest fix would be to add an IsDetrimentalSpell(spell_id) check in SpellOnTarget() before the IsImmuneToSpell() check here in spells.cpp:

Code:
	// check immunities
	if(spelltar->IsImmuneToSpell(spell_id, this))
	{
		//the above call does the message to the client if needed
		mlog(SPELLS__RESISTS, "Spell %d can't take hold due to immunity %s -> %s", spell_id, GetName(), spelltar->GetName());
		safe_delete(action_packet);
		return false;
	}
Maybe I am missing something though, but this is my best guess for the cause of the NPC vs NPC attacking issue.

Not really sure why this seems to be a new issue all of the sudden. I am not aware of any recent changes to how this works offhand, but I didn't really look into it much.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #13  
Old 03-01-2013, 06:27 AM
Zia
Fire Beetle
 
Join Date: Dec 2010
Posts: 21
Default

Quote:
Originally Posted by trevius View Post
Not really sure why this seems to be a new issue all of the sudden. I am not aware of any recent changes to how this works offhand, but I didn't really look into it much.
It is not new; it has been around for months. I first noticed it last november or so.
Reply With Quote
  #14  
Old 03-01-2013, 06:44 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Ding ding ding! We have a winner! Sorvani, please step up and take your prize

http://code.google.com/p/projecteqem...one/spells.cpp
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #15  
Old 03-01-2013, 12:46 PM
Robregen
Developer
 
Join Date: May 2011
Posts: 108
Default

yes I did noticed that in SSRA where mobs were randomly attacking each other and I didn't know why. The npc aggro were set to 0 and were checked off in the editor. There was no reason why they should be attacking each other.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:13 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3