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  #1  
Old 05-04-2012, 11:44 AM
Dagner Dagner is offline
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Default 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.
  #2  
Old 05-04-2012, 02:05 PM
Rkahor Rkahor is offline
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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.
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Old 05-09-2012, 02:49 PM
Dagner Dagner is offline
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bump;

I have also noticed that on rare occasions a mob, even when it is charmed, will start to flee!
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Old 05-09-2012, 03:34 PM
jdklaw jdklaw is offline
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it takes more than healing past the normal flee mark, sometimes as high as 30%
  #5  
Old 05-09-2012, 04:36 PM
kanras kanras is offline
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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.
  #6  
Old 05-09-2012, 05:02 PM
Malrubius Malrubius is offline
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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).
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  #7  
Old 05-09-2012, 05:14 PM
kanras kanras is offline
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Probably poorly worded on my part, but no pets can start fleeing due to low hp.
  #8  
Old 05-12-2012, 09:46 PM
Splorf22 Splorf22 is offline
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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
  #9  
Old 05-12-2012, 10:40 PM
Aksiom2k Aksiom2k is offline
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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
  #10  
Old 05-16-2012, 01:30 PM
Metallikus Metallikus is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
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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