This patch adds tracking of runaways from the new familiar. Shared counter with the bander, priority over navel/GAP. A few interesting things:
1. You can use the runaways against CLEESHed monsters. You still can't do that with a bander.
2. I did not account for that in the code as far as I can tell, but mafia displayed a 100% runaway chance during combat anyway after I CLEESHed a monster. I don't get it. I think the proper way to account for that would be to change
to
in FightRequest.java, but since it appeared to be working anyway I didn't mess with it (mostly because it would likely make something bad into something worse).
1. You can use the runaways against CLEESHed monsters. You still can't do that with a bander.
2. I did not account for that in the code as far as I can tell, but mafia displayed a 100% runaway chance during combat anyway after I CLEESHed a monster. I don't get it. I think the proper way to account for that would be to change
Code:
!FightRequest.castCleesh &&
Code:
!( FightRequest.castCleesh && KoLCharacter.getFamiliar().getId() == FamiliarPool.BANDER ) &&