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-   -   Game Mechanics: Charming and Fleeing mobs (/forums/showthread.php?t=73890)

Dagner 05-04-2012 11:44 AM

Charming and Fleeing mobs
 
If a mob is fleeing, and you charm or re-charm said mob, the mob, as your pet and regardless of what you tell it to do, will continue to flee as your pet until it either gains health or gets killed. This should not happen.

Regardless of the pets health, once it is charmed, it should follow your command and follow you.

Rkahor 05-04-2012 02:05 PM

I can confirm this happening when I was in solb. Pet broke charm at low health and ran, recharmed it and it kept running. It would not respond to any commands. Unless it gets healed past the fleeing mark it just keeps going as Dagner said.

Dagner 05-09-2012 02:49 PM

bump;

I have also noticed that on rare occasions a mob, even when it is charmed, will start to flee!

jdklaw 05-09-2012 03:34 PM

it takes more than healing past the normal flee mark, sometimes as high as 30%

kanras 05-09-2012 04:36 PM

Pending update:

- Mobs that are charmed and fleeing due to low hp will respond to pet commands. They will stop fleeing once a movement-type command is issued.
- Mobs that are healed above their flee hp threshold will return to combat more quickly.

Malrubius 05-09-2012 05:02 PM

Did charmed mobs ever flee at all in classic? I thought they worked just like summoned pets in this respect (i.e. never fled or paid any attention to their hps).

kanras 05-09-2012 05:14 PM

Probably poorly worded on my part, but no pets can start fleeing due to low hp.

Splorf22 05-12-2012 09:46 PM

I had a little experience with this bug today. Was fighting a krup shaman against a sebilite golem; charm broke, recharmed, and the first thing my pet did was head for the hills at warp speed. It was out of LoS in half a second due to where i was fighting. Had to waste a cap because it aggroed so many mobs. It might also pay to look at the 'guard here' code because sometimes (esp. at low health) this will trigger as well. Maybe your fix will cover that, I don't know.

As a little aside, I'm all for a few of these classic changes that make the game a little more challenging. But it seems like the classic changes that help players don't get any love, like:

*getting items back from charmed pets on death
*pet aggro transferring to owner on charm break
*NPCs needed LoS to finish a cast

Aksiom2k 05-12-2012 10:40 PM

Karnas, you may want to check with Nilbog on this one. Check out my post from April of last year (2011)

http://www.project1999.org/forums/sh...ad.php?t=32174

Metallikus 05-16-2012 01:30 PM

Quote:

Originally Posted by Splorf22 (Post 645119)
I had a little experience with this bug today. Was fighting a krup shaman against a sebilite golem; charm broke, recharmed, and the first thing my pet did was head for the hills at warp speed. It was out of LoS in half a second due to where i was fighting. Had to waste a cap because it aggroed so many mobs. It might also pay to look at the 'guard here' code because sometimes (esp. at low health) this will trigger as well. Maybe your fix will cover that, I don't know.

As a little aside, I'm all for a few of these classic changes that make the game a little more challenging. But it seems like the classic changes that help players don't get any love, like:

*getting items back from charmed pets on death
*pet aggro transferring to owner on charm break
*NPCs needed LoS to finish a cast

This was fixed so you couldnt run around corners to trivilize content like when efreeti was casting ice comet. NPCs only need line of sight to start a cast. Finishing a cast should only check range to target.


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