Yeah, I played around with it a little bit and it seems to be a z-axis issue.
On a flat area, I inched in and out of range and got proper range functioning. But, when a mob was up on a hill, when first inching into range it will attempt to cast but give a range error at the end of cast, on both red and blue. So perhaps the initial range check is only on the horizontal plane.
Similar to how, even if a mob is blocked by a hill, it will still try to cast if they are in horizontal range, and only give a los error at the end of the cast.
No idea if this is accurate to classic or timeline, or is unique to EQ Emu code.
Anyone know how this works on EQMac?
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