More on this...
We used to be able to do /pet attack on people even into Velious, but fixed during Velious (not sure exact date of fix but was Velious) to get targets across the zone. This was useful for CoHing people and worked at least on Rallos. The pet would only give chase if the target was -4/+4 levels AND close enough to the owner, but still some how could give a player target (didn't work on npcs iirc).
How I it appeared to work is like this:
1. Pet attack command is given
2. Pet makes valid target check
3. Pet makes range check from owner (sometimes there was half a second delay to pet attacking, or it'd bug and you'd hafta call it off and send it again)
4. Pet, if passes valid target check and range check, resolves pathing and gives chase
Where I think this made sense is like this. At step 3, the pet makes its range check, realizes it has no master and calls the /kill on itself. The pet also made efforts to CONSTANTLY FOLLOW its master constantly and resolve pathing (method call, to follow master). Proof of this is that if you stood in certain places, the pet became a liability because it would run all around trying to resolve its pathing to the owner.
Now.. where the pet dies. When it tries to pass a check to either follow its master, or resolve range from its master.. if it cannot see its master or otherwise does not have one.. it dies. This also matches my memory of pets would not die if given see invis and the owner went invisible (I believe we found a patch note where they changed it so charm would break regardless if owner went invisible..). However, I also recall that if necro pets were given see invisible and the owner was given invis to undead, the pet would suicide regardless. The classic memory matching Numlar (rl pal, see sig for looking him up, he's real) saying to me in pvp "invis and see invis my pet, let's go". I remember that much perfectly and Kringe will tell you the same, he played a necro well into Kunark and Velious (again, sig).
|