Quote:
Originally Posted by Rogean
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This works with some mobs and not others, right?
I think the issue lies in the check it does for the mobs around it, it borrows from another function that does a check to see if the mobs around the mob deciding to flee or not are KoS to the player on the top of the mob deciding to flee's aggro.
Basically this means, if you were fighting something like, gnolls.. they won't flee if they have friends, but fighting something that isn't KoS to you off the bat, even though they do social aggro with their friends, they will flee even when their friends are around.
Does this seem accurate? I only took a few minutes to peek at it.
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I'm not sure, myself; I'm a dark elf on this server, so everything is KoS to me, lol. I will make a druid and see if I can't reproduce it today, but it's very difficult because MoBs never seem to run once dropping below the same hp %. The best example I can think of currently is in EK, with gnoll reavers. I know they can be random levels, but even the spawns that are the same level won't always run at the same HP. I've had white cons run at 10% and yellow-cons run at 5%. If MoBs aren't consistently running at the same HP-level, it's really difficult to test the 'social' aspect. Just my opinion.