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.
This commit is contained in:
cavedude00
2014-02-26 18:06:16 -08:00
parent ea31a29f8a
commit 1d6bd3cc5e
19 changed files with 118 additions and 56 deletions
+2 -2
View File
@@ -310,8 +310,8 @@ RULE_INT ( Combat, ClientBaseCritChance, 0 ) //The base crit chance for all clie
RULE_BOOL ( Combat, UseIntervalAC, true)
RULE_INT ( Combat, PetAttackMagicLevel, 30)
RULE_BOOL ( Combat, EnableFearPathing, true)
RULE_INT ( Combat, FleeHPRatio, 25)
RULE_INT ( Combat, FleeSnareHPRatio, 11) // HP at which snare will halt movement of a fleeing NPC.
RULE_REAL ( Combat, FleeMultiplier, 2.0) // Determines how quickly a NPC will slow down while fleeing. Decrease multiplier to slow NPC down quicker.
RULE_INT ( Combat, FleeHPRatio, 25) //HP % when a NPC begins to flee.
RULE_BOOL ( Combat, FleeIfNotAlone, false) // If false, mobs won't flee if other mobs are in combat with it.
RULE_BOOL ( Combat, AdjustProcPerMinute, true)
RULE_REAL ( Combat, AvgProcsPerMinute, 2.0)