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Monsters Fighting Eachother


snifi

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Easiest mean without having to code anew everything is to use clan/clanRange feature :

- first verify if mobs can see each other (knownlist system) on your pack (if not forget the idea).

- Verify L2Monster isAutoAttackable and fix it according your needs.

- Edit L2AttackableAI.autoAttackCondition and fix it according your needs (most probably if target is clan X and this is clan Y then return true if geodata check successful).

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i know that this was possible with l2j. the last time i used this was when it had the old npc list system stored in a sql file. there was something like tryskell said clan clanenemy and clanrange.

 

here it is:

 

`clan` varchar(40) DEFAULT NULL,
  `clanRange` smallint(4) unsigned DEFAULT '0',
  `enemyClan` varchar(40) DEFAULT NULL,
  `enemyRange` smallint(4) unsigned DEFAULT '0',
 
i guess they dropped it? there are no entiries for those in ai class ... :(
Edited by snifi
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Because there is no needs for such thing on a global way, it's only on specific quests (at least for IL, until you know a retail behavior than I don't know, which is possible).

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i found two monster groups that have this behaviour (last l2j build). you can see this on primeval isle back there in the deepest corners of the island. all other dinos will attack some of the small Deinonychus. both are declared with a diffenrent clan. one is named "Deinonychus" the others do have the clan type "ALL".

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clan is only used for social aggro, nothing more. You can't declare a "X vs Y" system with only "clan" except :

- if you got another variable, similar to enemyClan

- you hardcoded the clan string yourself on the check (which means the best logical implementation is the first one).

Edited by Tryskell
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You can do that, just check files for Supressors,Exterminators and Muckrokians in Field of Silence or FoW. .. GL ;)

Edited by Irelia#1
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