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  #1  
Old 06-10-2008, 01:47 PM
Angelox
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Derision: Your code fix is working fine - Now they run away the way they should.
Here are some other "flee features" I remember from live;
- 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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  #2  
Old 06-10-2008, 02:48 PM
Derision
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Quote:
Originally Posted by Angelox View Post
- 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).
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 ).
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  #3  
Old 06-10-2008, 03:23 PM
Angelox
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I really didn't notice more details - but from experience ( i usually camped in dungeons, so everyone was on the same faction) - I would say it would it be a simple matter of checking if there was another mob who hated the player and not running and, the other feared mob did not need to be within aggro range for the other to not flee; this would be a good starting point anyway ( can always tweak it later).
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  #4  
Old 06-10-2008, 05:29 PM
xxarthurxx
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how do i insert the code? im using navicat console and it keeps telling me i have a syntax error im lost :/
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  #5  
Old 06-10-2008, 06:05 PM
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trevius
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If you are referring to the new rule_values, then you can just scroll down to the last line in your table in Navicat and hit the + sign to add a line, or the down arrow to start a new line. Then paste in the following using CTRL+V:
Code:
0	Combat:EnableFearPathing	true
0	Combat:FleeHPRatio	20
The code that Derision posted is for the source and you can't add that in via Navicat. You have to add it to the source and then recompile it to use it.
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  #6  
Old 06-10-2008, 06:06 PM
xxarthurxx
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ah ok, thanks trev doing that now
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  #7  
Old 06-11-2008, 06:40 AM
Angelox
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Also, Undead never flee when dieng
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  #8  
Old 06-11-2008, 03:48 PM
Derision
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Quote:
Originally Posted by Angelox View Post
- if there were more than on NPC in the brawl, only the last one standing would flee (2 NPCs would stay and fight).
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.
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  #9  
Old 06-11-2008, 05:17 PM
Angelox
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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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  #10  
Old 06-11-2008, 07:11 PM
eq4me
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At least in old word zones (Butcher, Steamfort and Ak'Anon) mobs seem to flee regardless if they have help or not. But I think it might be dependable on the level difference how soon a mob flees. Gray seem to run at 50%, blue seem to run between 20-40%. I'm not quite sure yet, I'll try to collect some data in the next days.
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  #11  
Old 06-11-2008, 08:01 PM
Angelox
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Quote:
Originally Posted by eq4me View Post
At least in old word zones (Butcher, Steamfort and Ak'Anon) mobs seem to flee regardless if they have help or not. But I think it might be dependable on the level difference how soon a mob flees. Gray seem to run at 50%, blue seem to run between 20-40%. I'm not quite sure yet, I'll try to collect some data in the next days.
I think this is something that has changed over the years too.
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  #12  
Old 06-18-2008, 08:20 AM
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This will be in 1113.
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Maybe I should try making one of these servers...
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