Fleeing mobs

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Chill
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Location: Erie, PA

Post by Chill » Wed Nov 03, 2004 10:53 am

Go kill tunare then! Dual wielding snare beaters is the win!

Just kidding man, not sure what else to suggest other than: /if (mob<20% && not facing && distance increasing) /root

Marze
a lesser mummy
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Post by Marze » Thu Nov 18, 2004 6:43 am

Combination of these 3 things should do it:

1. Figure out what the fleeing animation IDs is for the mobs that you fight (different expansions might have different IDs)

2. ${Target.PctHPs} < 20

3. Mob is facing away from Mob's Target (this will require that you have Health of Target's Target ability, unless you want to do /assist and wait)

Another solution would be to hardcode all the types of mobs that flee.

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Fluffy
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Figuring out if they are fleeing

Post by Fluffy » Thu Nov 18, 2004 8:04 pm

The easiest way to do this would be to determine how does your brain figure this out and then apply it to the code..

If the mobs health is < 20%
and the mobs is walking
and the distance from where the person wiht the agro is and the mob is, is growing
then he is fleeing

Not all times does the mob face away from you...
Not all times does the mob turn to flee
They follow paths

So this would be first find out Targets.Target
Get Target.Targets position
Get Targets Postion
Save the distance
Check again in 1s
If Distance from Target and Targets.Target is larger then last check then he is fleeing..


If you want I can test some code on that and post it.. But that seems the best way in my opinion to figure it out..

Marze
a lesser mummy
a lesser mummy
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Joined: Wed Apr 14, 2004 12:08 pm

Post by Marze » Fri Nov 19, 2004 6:55 pm

Not exacty because Target.Target could be moving as well.

It's better just to check if Target is facing away from Target.Target.