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patpvp1

mob interaction, attack/chase/pathing seperation

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so current mob pathing is chase+attack looped with no interrupt. on classic servers, the chase actually is a separate loop from attack that is on a trigger for out of range.

 

thus if a mob is within range, it will attack. out of range during attack loop causes the mob to chase after a short delay.

 

it looks as though the chase trigger is not looped to the actual speed of the attack but more of a base number on when the out of ranged was triggered.

 

onto pathing! so the mob actually only moves in directions it is facing, it does not path without changing direction first. mobs cannot change direction and path at the same rate a player may strafe which allows players with the same movement speeds as mobs to kite and move faster. for a split second the mob must chose a direction to face and then path. both pathing and chasing are never combined and thus they must move in more or less strait lines. this seems to be due to the chase being equivalent to a sprint/charge feel of the mob being aggravated into attacking.

 

additionally, mobs do not chase players while in the air. jumping causes the mob to chase to previously chosen direction/location/path until the player has been grounded again.

 

mobs also have separate individualized movement speeds on top of all previous stated context. mobs at critical hp values(20% or so) all move as if they are injured aka slowed down to a crawl. roughly 50% as if affected by hamstring.

Edited by patpvp1

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