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  #1  
Old 06-12-2008, 09:41 AM
John Adams
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I'd like to see this on a relatively populated server where more than one player/group is aggroing stuff within the same range. That may be why it was tied to the aggroing party (hackhackhack).

Though I agree, I think this fix is nice and more in tune with how things should be. Nice work. TGC, anyone?
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  #2  
Old 06-12-2008, 12:18 PM
cavedude's Avatar
cavedude
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Aye, I'll merge it on TGC next reboot
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  #3  
Old 06-12-2008, 01:39 PM
eq4me
Hill Giant
 
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I always thought that LOS had something to do with aggro range. For example you could pull the single mob near the ladder from the Ghoul Suppliers room in LGuk when you aggroed him as soon as you saw him while climbing up said ladder. Climb to high and the whole room would come. But maybe something has changed since then.
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  #4  
Old 06-12-2008, 03:55 PM
Congdar
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I'm not sure if this is a good thing. If you want to link mobs, you should use the perl way to do it instead of a world wide change like this.
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  #5  
Old 06-12-2008, 04:09 PM
greggg230
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Quote:
Originally Posted by Congdar View Post
I'm not sure if this is a good thing. If you want to link mobs, you should use the perl way to do it instead of a world wide change like this.
I'm not sure I understand. This should be a world-wide change, as this is how MOBs should always act.

This has nothing to do with MOBs being linked in the sense that was implemented in Velious and later.
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  #6  
Old 06-12-2008, 04:17 PM
Congdar
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I said i wasn't sure. It seemed to me that assist is already working.
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  #7  
Old 06-12-2008, 04:27 PM
Derision
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In testing this I would concentrate in dungeons, if you haven't already done this, bearing in mind there
is no pathing for aggroed mobs.

E.g. If I pull a mob and there is a mob around the corner that can't see me, but is within assist range
of the mob I am pulling, with this change, the unseen mob will run straight at me through the walls.

Should this second mob itself yell for help while it is 'running through the walls', possibly through
another room filled with mobs, there may be a chance of a chain-aggro event which pulls a load of mobs
through the walls.

I've not tested this or studied the YellForHelp code, but it is just a thought I had while wondering why
things are coded the way they are.
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