[GH-ISSUE #223] The guards at Ardougne are aggressive #2195

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opened 2026-05-22 10:14:59 +00:00 by Dark98 · 9 comments
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Originally created by @Gptaqbc on GitHub (Nov 30, 2019).
Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/223

Originally created by @Gptaqbc on GitHub (Nov 30, 2019). Original GitHub issue: https://github.com/2006-Scape/2006Scape/issues/223
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@DPSCryptic commented on GitHub (Nov 30, 2019):

must have happened while someone worked on some aggression issues, wasnt before

<!-- gh-comment-id:559987195 --> @DPSCryptic commented on GitHub (Nov 30, 2019): must have happened while someone worked on some aggression issues, wasnt before
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@Gptaqbc commented on GitHub (Nov 30, 2019):

It is indeed related to the rework that was done on the aggressive monsters. I'll provide the ID asap!

<!-- gh-comment-id:559987302 --> @Gptaqbc commented on GitHub (Nov 30, 2019): It is indeed related to the rework that was done on the aggressive monsters. I'll provide the ID asap!
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@Gptaqbc commented on GitHub (Nov 30, 2019):

ID = 32. Only aggressive when cmb level is < 2X npc level

<!-- gh-comment-id:559988018 --> @Gptaqbc commented on GitHub (Nov 30, 2019): ID = 32. Only aggressive when cmb level is < 2X npc level
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@DPSCryptic commented on GitHub (Nov 30, 2019):

maybe we should make zones where that counts, like bank zones

<!-- gh-comment-id:559988275 --> @DPSCryptic commented on GitHub (Nov 30, 2019): maybe we should make zones where that counts, like bank zones
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@mrextremez commented on GitHub (Dec 5, 2019):

From testing it a bit it looks like only one of the guards are aggressive and not any of the others. Very strange given that they are all the same npc id from what I can tell

<!-- gh-comment-id:562126947 --> @mrextremez commented on GitHub (Dec 5, 2019): From testing it a bit it looks like only one of the guards are aggressive and not any of the others. Very strange given that they are all the same npc id from what I can tell
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@Gptaqbc commented on GitHub (Dec 5, 2019):

That's funny

<!-- gh-comment-id:562127132 --> @Gptaqbc commented on GitHub (Dec 5, 2019): That's funny
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@Gptaqbc commented on GitHub (Jan 14, 2020):

What if we simply remove that NPC spawn?

<!-- gh-comment-id:574375617 --> @Gptaqbc commented on GitHub (Jan 14, 2020): What if we simply remove that NPC spawn?
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@mrextremez commented on GitHub (Jan 17, 2020):

I suppose you could do that lol

<!-- gh-comment-id:575472553 --> @mrextremez commented on GitHub (Jan 17, 2020): I suppose you could do that lol
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@SandroCoutinho commented on GitHub (Aug 5, 2020):

Issue was caused due to the wrong parameter being given to 2 different methods.
#getNpcListAggressive was grabbing the mugger's id(175) instead of the guard's one(32).

class#line: NpcHandler#552

boolean aggressive = (NpcAggressive.isAggressive(i) || getNpcListCombat(npcs[i].npcType) * 2 > client.combatLevel && getNpcListAggressive(i));

Fix:
boolean aggressive = (NpcAggressive.isAggressive(npcs[i].npcType) || getNpcListCombat(npcs[i].npcType) * 2 > client.combatLevel && getNpcListAggressive(npcs[i].npcType));

<!-- gh-comment-id:668891149 --> @SandroCoutinho commented on GitHub (Aug 5, 2020): Issue was caused due to the wrong parameter being given to 2 different methods. `#getNpcListAggressive` was grabbing the mugger's id(175) instead of the guard's one(32). class#line: `NpcHandler#552` ```boolean aggressive = (NpcAggressive.isAggressive(i) || getNpcListCombat(npcs[i].npcType) * 2 > client.combatLevel && getNpcListAggressive(i)); ``` Fix: ```boolean aggressive = (NpcAggressive.isAggressive(npcs[i].npcType) || getNpcListCombat(npcs[i].npcType) * 2 > client.combatLevel && getNpcListAggressive(npcs[i].npcType));```
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Reference: 2006-Scape/2006Scape#2195