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  #1  
Old 02-27-2013, 11:35 PM
KingMort
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Georges editor did this to my server, have you used it recently ?
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  #2  
Old 02-28-2013, 02:39 AM
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trevius
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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
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  #3  
Old 02-28-2013, 03:58 PM
Zia
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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.
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  #4  
Old 03-01-2013, 06:18 AM
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trevius
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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.
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  #5  
Old 03-01-2013, 06:27 AM
Zia
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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.
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  #6  
Old 03-01-2013, 06:44 AM
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trevius
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Ding ding ding! We have a winner! Sorvani, please step up and take your prize

http://code.google.com/p/projecteqem...one/spells.cpp
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  #7  
Old 02-28-2013, 02:36 PM
Shiny151
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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.
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