Fleeing mobs

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SimpleMynd_01
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Fleeing mobs

Post by SimpleMynd_01 » Mon Oct 18, 2004 3:56 pm

I'm looking for tips on how people determine if mobs are fleeing?

The best thing I've found so far has been:

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/if (${Spawn[${SpawnIDofBadGuy}].Speed}>10)
Any other ways that I'm not thinking of (or finding)?

-SimpleMynd

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peach
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Post by peach » Mon Oct 18, 2004 3:58 pm

health<20, facing away from you?
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Chill
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Post by Chill » Mon Oct 18, 2004 4:17 pm

${Target.PctHPs}<20 would be the easiest, if you can assume that everything in the zone you will be hunting is going to run at 20%.

I am not sure how to check to see if the mob if facing away, but I know it is possible.

The only other thought would be to check for ${Target.Distance} to be increasing as the mob runs away.

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SimpleMynd_01
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Post by SimpleMynd_01 » Mon Oct 18, 2004 4:19 pm

Won't work 100% of the time. Slacker rogue might get agro on a non-running mob with less than 20% health. That would cause the mob to face away at <20% health.

Maybe all of them combined?

Code: Select all

/if (${Target.Speed}>10 && ${Target.CurrentHPs}<20 && ${Target.WhateverTheHeadingCodeWouldBe})
Still don't know if that's perfect or not...

Rhysel
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Post by Rhysel » Fri Oct 22, 2004 5:11 am

For me i use :

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/if (${Target.CurrentHPs}<20 && ${Target.Distance}>15) {
/followhimandbackstabhimalot
}
For the moment, it works... :lol:

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SimpleMynd_01
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Post by SimpleMynd_01 » Fri Oct 22, 2004 8:16 am

I can't use distance as a determining factor since I follow the mob beating on it everywhere it goes. And not all mobs I hunt in my area flee, but some DO cast fear, and since I'm playing a bard I twist in the MR buff to keep from being feared into baaaaaad places. But a few resists of my snare song and I'm a gonner from a runner.

So the problem becomes some mobs run (and the shammy mobs run fast when they decide to get outta dodge) so those I *have* to snare. Some mobs don't, and might cast fear so I *have* to keep MR up all the time. Otherwise I'd just snare all the time or MR all the time. Twisting both is what I do now, but 2 resists of snare and the mob is gone. (I'm guessing about a 40% resist rate per try now.)

I think the (<20% health && speed>10 && not facing me) is the best I can do, but I'm having an annoying time trying to determine if the mob is facing me or not. (I figured reworking of backstab code would be a good place to start.)

I'll post whatever solution I figure out when it gets done.

-SimpleMynd

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Cr4zyb4rd
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Post by Cr4zyb4rd » Fri Oct 22, 2004 9:33 am

It seems to me that the "facing away from you" code would be less reliable than the other checks, as the mobs are going to path at all kinds of funky angles.

You also might want to check if other NPCs are within a certain radius at say 30% and cancel the check if things haven't changed by the time it hits 20%, as very very few (no?) mobs flee if anybody on their hate list has even one point of hate on another mob within their social aggro range.

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SimpleMynd_01
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Post by SimpleMynd_01 » Fri Oct 22, 2004 9:49 am

All the funky angles would be ok, so long as the mob wasn't looking right at me. That would tell me that either mob is fleeing or beating on my rogue. And if he's beating on the rogue his movement should be less than 10 (or whatever the magic number turns out to be.)

As to the other check, I might have to do some more research to see if it's proximity that's keeping them from running or not. It USED to be that none of them would run, but then both the bard and rogue gained a level AND I changed my pull/kill spots a bit (fight would sometimes get pushed into an add) so it might be either of those. I'm betting on proximity to other mobs is the real trigger though. I'm outta town for a couple of days so I can't check til I get home.

Thanks for the idea!

-SimpleMynd

RDPidb
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Post by RDPidb » Mon Nov 01, 2004 11:59 am

HEY SIMPLEMYND ! CHECK YOUR PM !

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Post by sethric » Tue Nov 02, 2004 7:40 pm

How about, 'if the mob is under 20% and moving and also not facing the person it's aggro at' which is probably what everyone else just said.

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Post by LordGiddion » Wed Nov 03, 2004 8:32 am

Check the animation, During fight grab the animation code, when it changes and then mob is <20% health assume fleeing.

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Post by Cr4zyb4rd » Wed Nov 03, 2004 8:45 am

Check the animation, During fight grab the animation code, when it changes and then mob is <20% health assume fleeing.
Yeah, when the animation changes it's fairly safe to assume the mob is fleeing...or mezzed, or casting a spell, or you moved slightly oor and it's running towards you, or the game bugged yet again and showed it swimming for a second, or it's tuesday. One of those.

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SimpleMynd_01
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Post by SimpleMynd_01 » Wed Nov 03, 2004 10:36 am

I've kinda given up on this... The spot I'm fighting in is one of those spots where the pathing is bad so if I move to the left or right to much the mob will make a zig zag path to get back to me. So he would look to be fleeing even when he wasn't. And there's just not any checks that I can think of to combat that situation.

I just got an Anklesmasher and hope for the best. :)

-SimpleMynd

Chill
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Post by Chill » Wed Nov 03, 2004 10:43 am

It would be easy enough to put in an event to watch for the proc and swap weapons, then watch for the xp message and swap back.

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Post by SimpleMynd_01 » Wed Nov 03, 2004 10:48 am

I do that already, but it doesn't always proc... :)