[1.12.1] Check for mob evade / evasion state / can't be attacked menu

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  1. #1
    soulzek's Avatar Member
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    [1.12.1] Check for mob evade / evasion state / can't be attacked

    How can I determine if a mob is evading outside of combat - in particular to when it aggro'd another player and is returning to its spawn position?

    I have considered the following:

    -Movement state can only tell me if the mob is moving or not, which they do passively regardless of evasion, so it's too ambiguous.

    -I could check the mob's movement speed, but I don't know how to find that (I don't see it listed under descriptors or offsets from this forum) or if local mob information even has that available.

    -Is it hidden under mob flags or dynamic flags somewhere?

    -I know I could keep a record of mobs that have previously had a target within a certain amount of time and are no longer in combat, but I really don't want to do that as it seems too convoluted.

    [1.12.1] Check for mob evade / evasion state / can't be attacked
  2. #2
    brotalnia's Avatar Elite User
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    I do not believe that is sent to the client at all. Server side a mob is considered to be in evade mode when it is using Home Movement Generator.

  3. #3
    bone91's Avatar Sergeant Major
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    Assuming you hook into the client's Lua event handler, you can check for UNIT_COMBAT events.
    In wRobot's API (1.12 bot) it could look similar to this:

    Code:
    public static void Start()
        {
            EventsLuaWithArgs.OnEventsLuaWithArgs += LuaEventHandler;
        }
    
        public static void Stop()
        {
            EventsLuaWithArgs.OnEventsLuaWithArgs += LuaEventHandler;
        }
    
        private static void LuaEventHandler(LuaEventsId id, List<string> args)
        {
    
            if(id.ToString() == "UNIT_COMBAT" && args[0] == "target" && args[1] == "EVADE")
            {
                Fight.StopFight();
                Lua.LuaDoString(@"
                    SpellStopCasting();
                    ClearTarget();
                    PetFollow();
                ");
            }
        }

  4. #4
    everytimer's Avatar Member
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    You can detect it by checking the speed of the unit and comparing it to the standard value. It works decently enough:

    Code:
    public bool IsBeingReseted => NominalSpeed > Miscellaneous.MobRunningSpeedThreshold && !InCombat;
    With MobRunningSpeedThreshold == 7

    And to get nominal speed: 0xA2C
    Last edited by everytimer; 12-01-2018 at 04:10 AM.

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