Jump to content

[Feature] [7860]+ Mobs fleeing and getting assistance


Auntie Mangos

Recommended Posts

What features does the patch add?

When a mainly humanoid mob has low health, it flees to search for assistance and bring back assistants if any. More details on what this patch does: http://getmangos.eu/community/viewtopic.php?id=6875

This patch create all the needed steps and bring script system a single call: Creature::DoFleeToGetAssistance()

For which repository revision was the patch created?

master 543e88f [7517] Add tick targets amount limitations to 48505...

mangos-0.12 5662c65 [7515] Not allow caster cast different polymorph spells...

Is there a thread in the bug report section or at lighthouse?

None I know

Who has been writing this patch?

Myself

For master [7517]: http://pastebin.ca/1367998

For mangos-0.12 [7515]: http://pastebin.ca/1368019

Edit:

Prevent mob fleeing if they have anti-fleeing aura

Reduced random flee default time to 6 seconds

Some cosmetic changes

For SD2:

Index: scripts/creature/mob_event_ai.cpp
===================================================================
--- scripts/creature/mob_event_ai.cpp    (revision 924)
+++ scripts/creature/mob_event_ai.cpp    (working copy)
@@ -838,8 +838,7 @@
            break;
        case ACTION_T_FLEE:
            {
-                //TODO: Replace with Flee movement generator
-                m_creature->CastSpell(m_creature, SPELL_RUN_AWAY, true);
+                m_creature->DoFleeToGetAssistance();
            }
            break;
        case ACTION_T_QUEST_EVENT_ALL:

Link to comment
Share on other sites

Ok.

Some more info: I noticed that they slide on the ground when they die really close to the mob they are running to. They don't reach him (the guy who is supposed to help), but they are in his aggro range (IMO).

EDIT: It just happened with Syndicate Assassin almost reaching a Syndicate Enforcer to help.

It's related to this dagguh:

http://getmangos.eu/community/viewtopic.php?id=5157

Link to comment
Share on other sites

  • 39 years later...

I applied the patch but it doesn't seem to do anything when i'm ingame: i go to a human, i attack him, he gets veryvery low, then (if i understood well) he must go call for backup but instead he's there attacking me.. i applied both the patch for mangos and the one for sd2, what am i missing here? thanks :)

Link to comment
Share on other sites

NPC is calling assist event when under roots effect.

If the npc is near enough from the assistants, I think this is correct.

To prevent a npc from getting assistance, you must not let him go close of the assistants.

Of course I can have made a mistake but I think offy works like this.

Link to comment
Share on other sites

i meant he is walking with roots on himself

I tried many .cast 19975 in various situations and could not reproduce such problem on 3.0.9 core.

Can you elaborate and tell when this happen ? When creature random flee ? when it flee to get assistance ? when it return back to combat walking ?

did you make it so that auras that prevent fleeing (judgement of justice) don't make the npc call assistance?

Not yet. I don't know how to see this status and I don't plan to hard-code any spell/aura id, I hate all these hard-coded ids in core.

Link to comment
Share on other sites

i meant he is walking with roots on himself

3.0.9 on rev7511. everything is fine. (problem with 2.4.3?).

Neo are u sure that they should run? koz i've checked on offi* few:

(example: entry 2949 , 2951 , 2950 etc.)

.. and all of them just walking (faster than normal walk , but still they walking when looking for help , and the same when they comming back with someone ,the same walk (little faster than normal).

please look on this avi:

http://www.youtube.com/watch?v=P__jlYDuuDw

But still i thing that your patch is awesome ... (no errors at all).

Link to comment
Share on other sites

Neo are u sure that they should run? koz i've checked on offi* few:

(example: entry 2949 , 2951 , 2950 etc.)

.. and all of them just walking (faster than normal walk , but still they walking when looking for help , and the same when they comming back with someone ,the same walk (little faster than normal).

please look on this avi:

http://www.youtube.com/watch?v=P__jlYDuuDw

I checked again and your right, the don't run but walk fast.

I will try to make same for both when they flee and when they return.

Link to comment
Share on other sites

hmm

strange.. but all humans doing exactly that like in your patch... they using "run" when they flee and comming back.

example:

http://www.youtube.com/watch?v=eI0unCjqSjE

EDIT:

ok i've been checking on offi per few hours....and now im sure how does it looks like.

creatures doing like u said (same for both -flee , -return) walk faster than normal.

only humans runing like in your patch, but they return with run option as well ;).

Regards.

Link to comment
Share on other sites

Got a compile error with mangos-0.12 :

src\\game\\Creature.cpp(525)

error C2661: 'MaNGOS::CreatureLastSearcher<Check>::CreatureLastSearcher' : no overloaded function takes number parameters

9> with

9> [

9> Check=MaNGOS::NearestAssistCreatureInCreatureRangeCheck

9> ]

Link to comment
Share on other sites

Got a compile error with mangos-0.12 :

src\\game\\Creature.cpp(525)

error C2661: 'MaNGOS::CreatureLastSearcher<Check>::CreatureLastSearcher' : no overloaded function takes number parameters

9> with

9> [

9> Check=MaNGOS::NearestAssistCreatureInCreatureRangeCheck

9> ]

found the problem : was me ;)

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use