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Sounds like what we are missing is a way to differentiate if a pet is attacking vs being attacked. If just attacking but not being attacked heals should still be checked, but if under attack it is assumed the AI is smart enough not to try and heal.so my friend used her healing pet on enchanter to test this for me
reports that the pet stops melee, and heals the caster even when in aggressive mode
GameLiving.LastAttackedByEnemyTickSounds like what we are missing is a way to differentiate if a pet is attacking vs being attacked. If just attacking but not being attacked heals should still be checked, but if under attack it is assumed the AI is smart enough not to try and heal.
public virtual bool InCombatPvE
{
get
{
Region region = CurrentRegion;
if (region == null)
return false;
if (LastCombatTickPvE == 0)
return false;
//if (LastCombatTickPvE + 10000 - region.Time > 0 && this is GameNPC && (this as GameNPC).Brain is IControlledBrain)
// log.Debug(Name + " in combat " + (LastCombatTickPvE + 10000 - region.Time));
return LastCombatTickPvE + 10000 >= region.Time;
}
}
public virtual bool IsUnderAttack
{
get
{
Region region = CurrentRegion;
if (region == null)
return false;
if (LastAttackedByEnemyTick == 0)
return false;
return LastAttackedByEnemyTick + 3000 >= region.Time;
}
}
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