From Entropy
Revision as of 15:57, 8 May 2021 by Exspes (talk | contribs) (→‎Basics)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Entropy supports 6 modes of pulling: base, nav, pet, int, multi, watch.
The following is a general descroption of the different types of pulling available.
For a detail description of the /pull control see Pull.
Each mode serves a specific purpose and environment type.


- a puller is enabled with with the command `/pull active`. This is an on/off toggle - a pullers radius (the area they will look for pull targets) is controlled with `/pull rad ##`. If you put a stupid large number in there, it will do stupid things. - pulling is stepped increments of `${maHard.Find[stPullMobFindStep].Value}` (default of 5 / 20%) of your pull radius. if your pull radius is 100, it will look in 0->20, 20->40, 40->60, 60->80, 80->100 paces - you can run multiple pullers in the same group at the same time. - if your mesh of the current zone sucks, your pulling will suck of an equally appropriate value. Get/Use good zone meshes. - all of the pull commands can be found here: [`/pull`](Pull)


This is a stationary, radius pulling. Your pull radius will be limited by Line of Sight and the range of whatever you pull with; bow, spell, item, prayers from your god.. whatever. If you set a pull rad that's well over your realistic pull radius is, you will be wasting the codes time.

Mobs will be tagged with whatever you choose to pull with and, in theory, come to you. If you choose to run CC in your group, and your chanter mezes a target that is outside your environment range, and you are pulling with a non damaging item/spell/disc, you are gonna be sitting there till mez wears off. tl;dr - pull with something that causes a little damage at least.

As this is the most basic pulling routine, Don't expect miracles. It will simply tag a mob in your pull range, and wait for it to get to you. If something else shows up in your safe environment before the mob you tagged, the assist will grab that target.


Nav pulling, like base pulling, will step your pull radius finding the closest navigation path mob to go fetch and bring back to the camp.

Once a target has been found, the puller will nav to the target. It will start attempting to stop navigation to the target when it reaches the /pull navstop ## range. If there is valid LoS, it will tag the target with what you are set to pull with, as soon as you have the mobs attention, the puller will nav back to its originating spot and wait for the mob.

NOTE - If the navigation path to a mob takes you outside your pull radius, that mob will be considered invalid. (no, I'm not changing this)


If you don't have a pet, you should stop here. If you do have a pet, bonus!
Pet Pulling uses your pet to tag a mob, get its attention, and run like hell back to the camp. It will use a combination of Nav and Base pulling to find mobs and retrieve them. This pull mode will keep your pet buffed and get you a new one if it dies. If you use this method in PoWar you earned the rez effects.

If you set a large pull radius, let's say 1000, the pet puller will find a mob, get close enough to it to send a pet in, once the pet has the mobs attention, it calls the pet back and runs home.

If you are pulling mobs out of your weight class, I cannot help you.

Arc Control

In Entropy you can restrict the area you pull to a specific arc from the direction you are facing when you turn it on. For example, standing at your campfire, you turn on arc 40. From the direction you are facing, as you enter the command you will pull 20 degrees to the left and right of your current heading. Arc pulling is not a persistent command and will turn off on a mac restart or setting the arc back to 0.

Arc pulling applies to all forms of pulling, any mob outside the arc radius you entered will be considered an invalid target. Mobs passing through the arc range are valid while inside the range.


required tag: heal::interventionpull
The cleric or shaman that will be doing the intervention pull, needs to tag an intervention heal with interventionpull. The requesting puller in the group will target the mob to be pulled and then ask the nearest cleric/shaman for an intervention heal. the resulting heal will nuke the pullers target forcing it to the group. When the mob gets to the group, the puller will tag it and get it off the healer that just nuked it. Then back to normal mob killing business.


See Watch for setting up the lists of mobs.
This is designed for a secondary puller. This pull mode will only go out and tag mobs specific to what you have added to the /watch list. The list will be hunted in order, killing all of the first on the list, then moving on to the second, and so on. When no mobs match the list or mobs are in camp, the secondary puller will default to assisting its main assist.


Multi pulling is a combination of all pull methods. The puller will, like any other method, find a valid target. Depending on that targets position, it will choose a pull method to use to get that mob back to camp. With three of the four methods, the puller is actually sending someone else to do the pulling.

decision order

- base pulling; if the mob is close and in LoS/within your pull device range, the mob is tagged so it will come to camp.
- pet pulling; if the mob is outside base pulling radius, you have a pet class in the group, and there is a valid path, it will tell the pet class to go get the mob and bring it back for some remedial education.
- nav pulling; if the mob is outside base pulling radius, you do not have a pet class in the group, and there is a valid path, it will sen other tanks or melee in your group to get the mob and bring it back to the camp.
- intervention pulling (when it works again); if there is no valid path to the target, it is within roughly 400 paces and not in LoS, it will request an intervention heal from a cleric to tag the mob with the proc nuke to bring back to camp. Your cleric better not be a snowflake.