Quote:
Originally Posted by Angelox
- if the players character was low on health ( I think was 25% or less?) then the NPC stayed and duked it out tell death.
- if there were more than on NPC in the brawl, only the last one standing would flee (2 NPCs would stay and fight).
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There is code already in that checks if the health of the player at the top of the hatelist is <20%, in which case the mob won't run.
Regarding the second point, would it be a simple matter of checking if there was another mob who hated the player and not running if that was the case, or, does the the other mob need to be within aggro range.
E.g. if I pull two mobs, fear one away, get the remaining one down to flee speed. Should the dying mob flee if the feared mob is 'out of range'.
Also, do the mobs need to be on the same faction for this mechanic to kick in ?
Does Con come into it ? A post over at PEQ suggests it does:
http://www.projecteq.net/phpBB2/view...highlight=flee
I'm willing to have a stab at this if no-one else is working on it, and if we can agree the exact mechanics (and it's not too intensive to calculate

).