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  #1  
Old 06-11-2008, 03:48 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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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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  #2  
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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  #3  
Old 06-11-2008, 07:11 PM
eq4me
Hill Giant
 
Join Date: Jul 2006
Posts: 166
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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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  #4  
Old 06-11-2008, 08:01 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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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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  #5  
Old 06-18-2008, 08:20 AM
Scorpious2k's Avatar
Scorpious2k
Demi-God
 
Join Date: Mar 2003
Location: USA
Posts: 1,067
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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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