Feared, running detection....

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javelinl
a lesser mummy
a lesser mummy
Posts: 70
Joined: Thu Mar 11, 2004 12:40 pm

Feared, running detection....

Post by javelinl » Mon Apr 26, 2004 11:34 am

I apologize if I missed it in the documentation, but is there a way to detect whether or not a spawn is fleeing? (via fear, low hps etc)

LordGiddion
a snow griffon
a snow griffon
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Joined: Sat Sep 13, 2003 6:12 pm
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Post by LordGiddion » Mon Apr 26, 2004 11:37 am

I wrote some logic for Genbot a while back that handled this (I might re-add when I figure out how to keep it from messing up rouges) basically look at the spawns heading and movement- not facing you and moving might be a sign that it's running away.

bob_the_builder
a hill giant
a hill giant
Posts: 275
Joined: Tue Jul 22, 2003 1:22 pm

Post by bob_the_builder » Mon Apr 26, 2004 11:44 am

How about a ${Me.State[UNKOWN]}

State: STAND SIT DUCK BIND FEIGN DEAD STUN UNKNOWN

Bob

javelinl
a lesser mummy
a lesser mummy
Posts: 70
Joined: Thu Mar 11, 2004 12:40 pm

UNKNOWN

Post by javelinl » Tue Apr 27, 2004 1:10 pm

I had a loop running over my last combats, and the MOB reports stand even when running away.

Also, a mob that does not exist, returns FEIGN.

Is that the correct value for invalid state?

Preocts
a snow griffon
a snow griffon
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Joined: Thu Jan 29, 2004 1:02 pm

Post by Preocts » Tue Apr 27, 2004 1:19 pm

Well, as far as feared you can run an #Event check "whatever the fear spell message is". Running away, in general, can be a simple test of distance. The logic might work something like this:
Pseudo Code wrote: * If I'm not moving and the MoB is not within X distance of Me
* Is the MoB within X distance of my group members (aggro switch)
* Move up to the MoB
* Is the MoB X distance away from the groups general location (probably running)
* Snare, Root, Chase, nuke, whatever