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General::Server Discussion Discussion about emulator servers. Do not post support topics here. |
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06-01-2008, 05:21 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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So, fear was added into the 1110 eqemu code update. So far, it looks very well done. Also, mobs are now running at 20% health.
I notice that some mobs run everytime and some never run. What is it that decides wether a mob will run or not? I can't seem to find any particular common setting on the npc_types that say whether they should run or not. I do like the option of being able to set NPCs to run like live, but I don't think it is very good if I can't figure out how to turn it off lol. I have some zones with mobs that have high run speeds and having them run away could get quite messy.
And, if there isn't already an option to enable or disable running, maybe one could be added in similar to the "f" immune to fleeing or "D" immune to fear special attack codes.
Overall though, this looks like some excellent work! I had fear disabled in many zones because of it's previous exploitablility, but now I can finally enable it and let the chaos begin lol!
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06-01-2008, 05:30 PM
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Fire Beetle
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Join Date: May 2008
Location: Denmark
Posts: 22
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Certain types of mobs never run, such as undead and summoned-type mobs. I don't know if that's what you meant.
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06-01-2008, 05:41 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I was thinking that body-type may have been what was deciding whether they should run or not. That may very well be the case. If so, it would be nice to still have another option other than changing the body type on all NPCs I don't want to run. I definitely don't want to have to set them all to summoned/undead.
I will have to do some more testing with it. Otherwise, I will have to consider either finding a way to disable running or add in a freebie item with clickie snare on it. Adding in running can completely change how much of my content was designed. Not that it is a bad thing, but it would be good to have an option imo.
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06-01-2008, 05:59 PM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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I believe there's a combat rule for FleeHPRatio, default 25? Not sure if you are looking to stop fleeing altogether, but that might do it.
Otherwise, there used to be some defines in features.h in regards to fleeing you can disable and recompile.
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06-01-2008, 06:18 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Basically when a mob checks if it want to flee it first checks the special attacks for 'f' if that exists it wont run.
Then it checks that it is able to run based on the fleeing timer, it's something like can only start fleeing every 2 seconds or something.
Then it checks if it's HP ratio is less than the hp ratio of the rule.
Then it checks if it's target is less than 20% hp if it is it cancels the impending flee.
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06-01-2008, 06:35 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Thanks, so the "f" option not only makes the mob immune to fleeing damage, but it also disables the mob from fleeing all together? That is exactly what I needed, thanks! I will test that out!
And thanks JA! I didn't notice these at first:
RULE_BOOL ( Combat, EnableFearPathing, true)
RULE_INT ( Combat, FleeHPRatio, 25)
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06-01-2008, 06:46 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Those new rules are another thing that should probably be added to the change log so ops know to add them in. So far, the new rules I am aware of are the following and all need to be added to have the options of adjusting them in 1110:
Code:
RULE_BOOL ( Combat, EnableFearPathing, true)
RULE_INT ( Combat, FleeHPRatio, 25)
RULE_INT ( Zone, MQWarpExemptStatus, -1 ) //Lieka: Required status level to exempt the MQWarpDetector. Set to -1 to disable this feature.
RULE_INT ( Zone, MQZoneExemptStatus, -1 ) //Lieka: Required status level to exempt the MQZoneDetector. Set to -1 to disable this feature.
RULE_INT ( Zone, MQGateExemptStatus, -1 ) //Lieka: Required status level to exempt the MQGateDetector. Set to -1 to disable this feature.
RULE_INT ( Zone, MQGhostExemptStatus, -1 ) //Lieka: Required status level to exempt the MGhostDetector. Set to -1 to disable this feature.
RULE_BOOL ( Zone, EnableMQWarpDetector, true ) //Lieka: Enable the MQWarp Detector. Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQZoneDetector, true ) //Lieka: Enable the MQZone Detector. Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQGateDetector, true ) //Lieka: Enable the MQGate Detector. Set to False to disable this feature.
RULE_BOOL ( Zone, EnableMQGhostDetector, true ) //Lieka: Enable the MQGhost Detector. Set to False to disable this feature.
RULE_REAL ( Zone, MQWarpDetectorDistance, 4900 ) //Lieka: Distance a player must travel between client to server location updates before a warp is registered. 30 allows for beyond GM speed without lag.
RULE_REAL ( Zone, MQWarpLagThreshold, 140 ) //Lieka: Distance beyond the Zone:MQWarpDetectorDistance that a player must travel within the MQWarpThresholdTimer amount of time before tripping the MQWarp detector. Set to 0 to disable this feature.
RULE_REAL ( Zone, MQWarpThresholdTimer, 90000 ) //Lieka: Amount of time before the warp_threshold resets to the Zone:MQWarpLagThreshold value. Default: 90000 (900 seconds/15 minutes). Set to -1 to disable this feature.
Note that this is directly from the ruletypes.h file and NOT the SQL you need to add directly to your rules table. But, this is a list of the newly added rules and adding them in manually or updating the change log with the correct sql statements shouldn't be too hard from this list. Also note that the setting in the rules listed here for "MQWarpDetectorDistance, 4900" should probably be more like 30 than 4900. I have mine set to 100 and it seems to be detecting nicely and probably minimum false positives.
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