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Problem - Pulling mobs in water

Joined
Jan 24, 2024
RedCents
2,217¢
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Maybe doesn't recognize that the bass is in water?

Added to deny, but had to succor to lose argo.

BRD 125 pulling.
 
Yeah 3D spatial movement is something EQ does not handle well at all. Also MQ2nav is meant to be used with 2d movement it does not work correctly when the character can freely move in 3D.
 
The what is the purpose of the toggle "Pull mobs in water"?

Edit: Depending on the purpose, maybe adding a list of common "fish" names that are added invisibly to the deny list when this is toggled.
 
The what is the purpose of the toggle "Pull mobs in water"?

Edit: Depending on the purpose, maybe adding a list of common "fish" names that are added invisibly to the deny list when this is toggled.
Lua:
if RGMercUtils.GetSetting('PullMobsInWater') and spawn.FeetWet() then
                            RGMercsLogger.log_debug("\atPULL::FindTarget \agIgnoring mob in water water: %s", spawn.CleanName())
                            doInsert = false
                        end
It appears the setting is flipped in the code. Thanks for reporting.
 
Confirmed the issue on my end, PR with fix is submitted. Until then, just use the checkbox to do the reverse of what you'd prefer.
 
Problem - Pulling mobs in water

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