Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::General Support

Support::General Support Post all topics here having to do with errors while trying to connect to an EQEMu server but not about the setup/running of the Server itself.

Reply
 
Thread Tools Display Modes
  #1  
Old 06-10-2008, 06:05 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

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.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #2  
Old 06-10-2008, 06:06 PM
xxarthurxx
Hill Giant
 
Join Date: Jun 2006
Location: San Jo, Cali
Posts: 180
Default

ah ok, thanks trev doing that now
Reply With Quote
  #3  
Old 06-11-2008, 06:40 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Also, Undead never flee when dieng
Reply With Quote
  #4  
Old 06-11-2008, 08:50 AM
SourCelery
Fire Beetle
 
Join Date: May 2008
Location: soon to be Arizona
Posts: 7
Default

Not true about the undead part btw... ghouls are considered undead and they flee.

Now, as I remember it, if one of the two is feared, the mob will flee. The rule is: More than one currently in melee combat with you. Also, it does depend on the con for most mobs. Most mobs will run no matter how many there are if they're green to you. One of the exceptions to that rule that I remember from farming is rockhoppers. I'm don't think it matters if the mobs are different factions, but I can't say for sure on that one.
Reply With Quote
  #5  
Old 06-11-2008, 02:58 PM
xxarthurxx
Hill Giant
 
Join Date: Jun 2006
Location: San Jo, Cali
Posts: 180
Default

the reason undead don't flee is cause they have a "f" in their special attacks column. You can manually add this to all the mobs you don't want to flee, like maybe bosses ect. Rather than doing that however, I just added in the two lines Trev supplied, at least until they get the running working perfectly
Reply With Quote
  #6  
Old 06-12-2008, 10:20 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

I've been thinking about this, and again, I think undead mobs do not flee - it doesn't even make much sense; What is an undead? something that is already dead, but up and around again (living dead). An undead creature has no fear of dieing simply because it's already dead (has no need to flee for that matter).
On the other hand, a living creature will run, because he wants to keep living. Now, I haven't tested all the creatures on EqLive for this, but about 2 years ago, when I really played Eq Live, things like skeletons, did not flee when 'dieing' < I know, "But he's already dead!".
Fear is another subject , I'm referring to mobs that flee when they are loosing the fight. Skeletons can also be feared - so, the question is, dos the ncpspecialattks "flee" apply to fear ? if so, then we do need a new column for running while dieing of special code for undead.

Quote:
Originally Posted by SourCelery View Post
Not true about the undead part btw... ghouls are considered undead and they flee.
Now, as I remember it, if one of the two is feared, the mob will flee. The rule is: More than one currently in melee combat with you. Also, it does depend on the con for most mobs. Most mobs will run no matter how many there are if they're green to you. One of the exceptions to that rule that I remember from farming is rockhoppers. I'm don't think it matters if the mobs are different factions, but I can't say for sure on that one.
Reply With Quote
  #7  
Old 06-12-2008, 10:29 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

I got typos in the above post and my edit time ran out; I meant we need code for the undead mobs that do not flee, or a new column in npctypes.
Reply With Quote
  #8  
Old 06-12-2008, 11:52 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

I believe you can just set "f" in special attack codes to disable fleeing on a per-mob-basis.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 07:51 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3