View Full Version : Bug Fix: Stop Pets Fleeing
Derision
07-14-2008, 04:01 PM
I started a level 1 necro and noticed my pet started fleeing at low health:
In attack.cpp, at line 1643, changing:
if(damage > 0) {
//see if we are gunna start fleeing
CheckFlee();
}
to
if(damage > 0) {
//see if we are gunna start fleeing
if(!IsPet()) CheckFlee();
}
seems to fix it.
trevius
07-14-2008, 04:35 PM
Good deal! You are the flee-master!
ChaosSlayer
07-14-2008, 06:53 PM
lol talking about realism- yey! fleeing pets!
pet rights fighters unite!
cavedude
07-15-2008, 04:40 PM
You can also add the f npcspecialattk to all pets. They are already like that in the PEQ database. That may be a better option than having it hardcoded into the server, for the benefit of custom server ops who may want pets to flee.
Angelox
07-15-2008, 05:08 PM
Thanks a ton for your fixes Derision- I have this one and your other 'Pet HP Bar out-of-combat update' fix together with a few others posted at my web page.
I posted windows executables and source for who ever wants to try it out. They all are tested and work fine for me.
Also added is the 'closest_zp = NULL;' in Leikas MQ-Cheat detector code, so you either would have to use my database ( has update to zone points already) or up date your zone_points as explained in the MQ-Cheat detector thread (http://www.eqemulator.net/forums/showthread.php?t=24761)
The 'Pet HP Bar out-of-combat update' fix was a nice one too, always bothered me ever since I started EqEmu
ChaosSlayer
07-15-2008, 07:27 PM
Cavedude is right- there is no need to put this into a official source if a pet can be sontrolled with a simple "f" flag
Angelox
07-15-2008, 08:30 PM
What about charm and dire-charmed pets? do they start to run when low also? - if so, they are not supposed to (can't f-flag those).
ChaosSlayer
07-15-2008, 10:30 PM
hmm thats a tricky one =)
but in this case you can actualy use hard coding in charm itself, something like:
If pet is charmed then do not flee
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