Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Feature Requests

Development::Feature Requests Post suggestions/feature requests here.

Reply
 
Thread Tools Display Modes
  #1  
Old 05-07-2009, 01:43 AM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
Default Pacify and Lull

Need a NPCSPECIALATTK code for un-lullable and un-pacifyable mobs..

King
Reply With Quote
  #2  
Old 05-07-2009, 05:25 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
Default

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.
Reply With Quote
  #3  
Old 05-07-2009, 05:56 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

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.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #4  
Old 05-07-2009, 09:04 AM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
Default

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
Reply With Quote
  #5  
Old 05-07-2009, 10:36 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

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?
Reply With Quote
  #6  
Old 05-07-2009, 03:49 PM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
Default

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
Reply With Quote
  #7  
Old 05-07-2009, 05:34 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

I suppose this is grammatically uncharted waters.

Gonna try the charisma thing for us & see what happens.
Reply With Quote
  #8  
Old 05-07-2009, 07:29 PM
Kayen
Developer
 
Join Date: Mar 2009
Location: -
Posts: 228
Default

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..
Reply With Quote
  #9  
Old 05-07-2009, 10:36 PM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
Default

Nice one , will give that a shot..

You rock !

King
Reply With Quote
  #10  
Old 05-08-2009, 12:15 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
Default

Quote:
Originally Posted by Kayen View Post
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
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?
Reply With Quote
  #11  
Old 05-08-2009, 01:39 AM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
Default

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
Reply With Quote
  #12  
Old 05-08-2009, 05:50 AM
Secrets's Avatar
Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,447
Default

Quote:
Originally Posted by KingMort View Post
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
I believe so.
Reply With Quote
  #13  
Old 05-08-2009, 07:22 AM
covou
Sarnak
 
Join Date: Jan 2006
Posts: 31
Default

Quote:
Originally Posted by MNWatchdog View Post
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?
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
Reply With Quote
  #14  
Old 05-14-2009, 12:45 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

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 =)
Reply With Quote
  #15  
Old 05-14-2009, 03:57 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Quote:
Originally Posted by ChaosSlayerZ View Post
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 =)
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.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
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 11:36 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