diff --git a/zone/fearpath.cpp b/zone/fearpath.cpp index 3f14b059a..615d3adc0 100644 --- a/zone/fearpath.cpp +++ b/zone/fearpath.cpp @@ -108,8 +108,12 @@ void Mob::CheckFlee() { } // If we got here we are allowed to roll on flee chance if there is not other hated NPC's in the area. - - if(RuleB(Combat, FleeIfNotAlone) || GetSpecialAbility(ALWAYS_FLEE) || zone->random.Roll(flee_chance) && entity_list.GetHatedCount(hate_top, this, true) == 0) { + // ALWAYS_FLEE, skip roll + // if FleeIfNotAlone is true, we skip alone check + // roll chance + if (GetSpecialAbility(ALWAYS_FLEE) || + ((RuleB(Combat, FleeIfNotAlone) || entity_list.GetHatedCount(hate_top, this, true) == 0) && + zone->random.Roll(flee_chance))) { currently_fleeing = true; StartFleeing(); }