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Old 06-11-2008, 05:17 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Derision View Post
I got something working like this:

When the mob is deciding whether to flee, it looks at the person at the top of it's hate list.

If there are any mobs in that person's hate list which:

Do not con green
Are not feared or fleeing.
Are within aggro range of the player (this is in lieu of checking if they are in melee combat with him, which I don't see can be easily done).

Then the mob won't run. I think I need to add more checks, e.g. don't count mezzed mobs.

As has been mentioned, there is already a check to see if the mob is totally immune to fleeing.

I'll do some more tweaking/testing and add a rule to disable it and probably post it at the weekend.
This will work, and thanks - I'm not sure exactly what mobs flee or what mobs didn't, I'm pretty sure skeletons did not, but easy enough to fix - I forgot about the the special attacks option.
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