I'm no expert, but there doesn't seem to be any faculty for conveniently overriding the combat movement AI in the standard EQEmu code. On my server I added an NPC setting to disable combat AI movement and instead move to a script-defined loc regardless of aggro -- but I don't know how to add stuff for Perl so I wouldn't be able to offer it up myself.
Maybe there is already some trick to doing what you're going for here, but I think an explicit inclusion of alternative combat movement would probably be better anyway. (Or I guess maybe nothing on live works like that, so it wouldn't be made part of the standard code regardless? I'm new at this...)
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