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View Full Version : Fleeing MOBS Enhancement


mollymillions
01-12-2004, 03:48 PM
Would it be possible to include a new filed in NPC_TYPES that flags a MOB as a 'runner' and then, when performing the damage calcs during combat, if a 'runners' health has fallen below 20% apply the code used for the Fear spell so that the MOB leggs it (as on Live)?

Shadow-Wolf
01-12-2004, 03:55 PM
yeah id kinda like to see that too

mattmeck
01-12-2004, 04:23 PM
Would need to finish up "finishing blow" to look for this too. would be sweet to see thats for sure.

kathgar
01-13-2004, 09:30 AM
We don't have pathing. Are you going to make them run in just some random direction? Away from the person with the most hate? What if they run into a wall? Over lava? We don't have pathing for fear either

mollymillions
01-13-2004, 05:27 PM
Making them run in just some random direction, away from the person with the most hate, is OK by me. I hadn't tested the fear spell, i was just assuming it had been implemented.

I would like to congratulate the Dev's because as of the last DR release, EVERYTHING works! The spell interuption bug was the last show stopping issue for me and is now resolved. Bravo!

Scorpious2k
01-14-2004, 12:16 AM
The spell interuption bug was the last show stopping issue for me and is now resolved

Do you mean the fix I have or has there been another that was already posted and I missed?

mollymillions
01-14-2004, 01:00 AM
I should have said the latest CVS - 12/01/04 (i think).

Scorpious2k
01-14-2004, 02:04 AM
I should have said the latest CVS - 12/01/04 (i think).

That's odd, it was still nroken in the version I have. Any fizzle or interruption eded up with the spell bar locked in grey and unusable.