|
|
 |
 |
 |
 |
|
 |
 |
|
 |
 |
|
 |
|
General::Server Discussion Discussion about emulator servers. Do not post support topics here. |

06-01-2008, 05:41 PM
|
 |
Developer
|
|
Join Date: Aug 2006
Location: USA
Posts: 5,946
|
|
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.
|

06-01-2008, 05:59 PM
|
Demi-God
|
|
Join Date: Jul 2006
Posts: 1,552
|
|
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.
|

06-01-2008, 06:18 PM
|
Administrator
|
|
Join Date: Sep 2006
Posts: 1,348
|
|
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.
|

06-01-2008, 06:35 PM
|
 |
Developer
|
|
Join Date: Aug 2006
Location: USA
Posts: 5,946
|
|
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)
|
 |
|
 |

06-01-2008, 06:46 PM
|
 |
Developer
|
|
Join Date: Aug 2006
Location: USA
Posts: 5,946
|
|
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.
|
 |
|
 |

06-01-2008, 07:47 PM
|
Dragon
|
|
Join Date: Feb 2002
Posts: 583
|
|
Glad to see you got everything working properly. Enjoy your brand new functioning major spell line. 
|

06-01-2008, 09:05 PM
|
Administrator
|
|
Join Date: Sep 2006
Posts: 1,348
|
|
You don't need to add the rules really, only if you want them to differ from the defaults which I suspect most people don't in this case. Immune Fleeing simply makes it so the npc wont run away when low hp, nothing less nothing more.
It seems with the upcoming changes to azone we should also be able to produce some reliable maps. I know it produces good tutorialb.eqg, lavastorm.eqg and eastwastes.sd3 maps which have all been problem maps in the past.
And yeah I usually include the rule changes but forgot this time, sorry. =(
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 12:57 PM.
|
|
 |
|
 |
|
|
|
 |
|
 |
|
 |