I'm talking about this bit of code here
Ranged classes can run a little and then turn around and attack, but not the melee ones. As a result if you check this option with, say, a monk or a barb, it's just going to run a little, then go back to hitting the enemies and die.
So I'm asking if there's any way we can avoid that in order to improve survavability.
I would do this myself, but I have no idea how.
Code:
// Avoid Death
if (Settings.Combat.Misc.AvoidDeath &&
Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit && // health is lower than potion limit
!SNOPowerUseTimer(SNOPower.DrinkHealthPotion) && // we can't use a potion anymore
TargetUtil.AnyMobsInRange(90f, false))
{
Logger.LogNormal("Attempting to avoid death!");
NeedToKite = true;
kiteMonsterList = (from m in ObjectCache
where m.IsUnit
select m).ToList();
}
Ranged classes can run a little and then turn around and attack, but not the melee ones. As a result if you check this option with, say, a monk or a barb, it's just going to run a little, then go back to hitting the enemies and die.
So I'm asking if there's any way we can avoid that in order to improve survavability.
I would do this myself, but I have no idea how.






