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Better flee runspeed calculation.
Added two new NPC special_abilities, ALWAYS_FLEE and FLEE_PERCENT. Fixed an issue where a NPC could get stuck on a single coord in a rectangular roambox. Added mindelay to spawngroup to allow for greater control of the roambox delay. SQL is required.
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@@ -310,8 +310,8 @@ RULE_INT ( Combat, ClientBaseCritChance, 0 ) //The base crit chance for all clie
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RULE_BOOL ( Combat, UseIntervalAC, true)
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RULE_INT ( Combat, PetAttackMagicLevel, 30)
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RULE_BOOL ( Combat, EnableFearPathing, true)
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RULE_INT ( Combat, FleeHPRatio, 25)
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RULE_INT ( Combat, FleeSnareHPRatio, 11) // HP at which snare will halt movement of a fleeing NPC.
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RULE_REAL ( Combat, FleeMultiplier, 2.0) // Determines how quickly a NPC will slow down while fleeing. Decrease multiplier to slow NPC down quicker.
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RULE_INT ( Combat, FleeHPRatio, 25) //HP % when a NPC begins to flee.
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RULE_BOOL ( Combat, FleeIfNotAlone, false) // If false, mobs won't flee if other mobs are in combat with it.
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RULE_BOOL ( Combat, AdjustProcPerMinute, true)
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RULE_REAL ( Combat, AvgProcsPerMinute, 2.0)
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