Thread: Game Mechanics: Charming and Fleeing mobs
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Old 05-16-2012, 01:30 PM
Metallikus Metallikus is offline
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Join Date: Feb 2010
Location: NWA
Posts: 357
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
I had a little experience with this bug today. Was fighting a krup shaman against a sebilite golem; charm broke, recharmed, and the first thing my pet did was head for the hills at warp speed. It was out of LoS in half a second due to where i was fighting. Had to waste a cap because it aggroed so many mobs. It might also pay to look at the 'guard here' code because sometimes (esp. at low health) this will trigger as well. Maybe your fix will cover that, I don't know.

As a little aside, I'm all for a few of these classic changes that make the game a little more challenging. But it seems like the classic changes that help players don't get any love, like:

*getting items back from charmed pets on death
*pet aggro transferring to owner on charm break
*NPCs needed LoS to finish a cast
This was fixed so you couldnt run around corners to trivilize content like when efreeti was casting ice comet. NPCs only need line of sight to start a cast. Finishing a cast should only check range to target.