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mob aggro and chase issues

Discussion on mob aggro and chase issues within the Shaiya Private Server forum part of the Shaiya category.

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Old   #1
 
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mob aggro and chase issues

Hello again community,

Ive searched the forums on my particular issue, which is none of my newly created mobs will aggro correctly and none of them chase. I have used multiple values in the range chase and vision fields, plus a few different values in the AI field. Specifically I have tried AI's 1, 2, and 3. None of the AI's ive used generate the correct aggro and there is no chase at all.

Im not sure whats going wrong, if someone could clue me in Id appreciate it.
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Old 04/03/2013, 22:59   #2
 
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Look like you've problem with database + ps_game.exe. Make sure that your database is same version as your PS_Game.exe meaning that use ep4 ps_game.exe on ep4 database.
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Old 04/04/2013, 01:08   #3
 
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Well I ensured that I am all on the same EP. I did manage to determine I must have created the mobs incorrectly because when I modified an existing unused mob ID they worked out fine. Just my luck tho im running into new issues. Such as not being able to create mobs on the DC map and that the mobs i have in the obelisk file (which are the newly modified mobs) still dont function, even though if i use mmake the same mobs act perfectly...fml smh
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Old 04/04/2013, 01:22   #4
 
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your new mobs use a null 'ChaseRange' value in the Mobs table, change it to a positive value (most of regular mobs use 9, a few (bug?) use 30).
this parameter defines the distance from which a mob will aggro (and thus attack you), setting it to zero disable all attacks by neighborhood and mobs attack only if they are attacked first.
(it's a DB only parameter, it is not present in client .sdata file)

ooh, your "version" are necessary compliant. if two different versions of ps_game / DB use different orders of colums (with same amount of data per row), a lot of behaviors can be corrupted (incl. shape, size, elem, dmg, level, etc) it is not what you report and we have never seen such column permutation; so sole other possible incompatibility between DB and ps_game, an amount of data per row different, in about 99.99% of these cases the ps_game.exe will crash during table loading.
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Old 04/04/2013, 01:33   #5
 
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Castor! it is fantastic to hear from you again. It seems im doing a poor job of explaining my issue here. The ps_game and db's that im using do indeed match. The chaserange value is available in your shStudio so those parameters I have set.

My new issue is actually the fact that the mobs that I have in my obelisk for spawning on the DC map do not act in the same fashion as using the mmake command. If I am on any other map and use /mmake then the mobs act as defined; however, the same mobs are in the obelisk for weekly spawns but do not act as defined.
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Old 04/04/2013, 02:37   #6
 
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ok, first shStudio is supposed to edit all mobs params, that's right; but in order to work, you have to create the "monsterEx" thing then update with DB back and (not the last) my code has to be correct (your issue could be the consequence of a bug in edition or script generation, I don't expect it but w/o double-checking I can not say it's impossible).
so my suggest to update a mob in DB ("update Mobs set ChaseRange=9 where MobID=***") and immediate reset of that mob ("/remob ***") with the Server Patch Config under the GameGroups/Game node.

according your last post, the issue is not there and / or not limited to that "distance to attack".
mobs attached to obelisk are a bit special because they attack only one faction (the one that doesn't own the relic).
let check an exemple, with the obelisk 001 of zone 0, it is defined as:

[zone_0]
[Obelisk_001] = (155.10,39.43,190.38),(52, 252, 152),0
[Mob] = (155.17,39.44,180.20,1),(77, 69, 73),1

the lines [Mob] is (x,y,z),(id1, id2, id3),count

if you check mobs #69 & #73 you find:
#69 "Flame Idespole" with AttackAttrib3 set to light ('01')
#73 "Flame Altarpole" with AttackAttrib3 set to dark ('02')

(this line / mob definition is for one of the 4 elem sub-relic, the logic is exactly the same for "true" mobs)

so, if you had duplicate a mob usually used as a relic guardian and plan to use it in a faction-map (or PvP map) you have / want to change the faction the mob will focus, and to achieve that you use the AttackAttrib3 field, if you set it to '00', the mob will attack both faction and thus also you.
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