Forgottenserver: "cautious monsters"

Created on 19 Feb 2020  路  12Comments  路  Source: otland/forgottenserver

Hello Everyone.
I would like to report an error that is happening in the "pathing system".
For example; A demon should have this flag:
flag canwalkonenergy="1"
flag canwalkonpoison="1"
But the problem is : if there is other way to the monster walks to go to the player position, the monster will try to get the "best way" to not receive the damage from the energy wall.
But the demon should ignore the "caution", and just pass trough the energy wall.

Will post a video showing it better ..
https://www.youtube.com/watch?v=OKohlC-Bl64

Note: that's my first topic, so take easy with me :( also my english is not that good.. Im learning ;- )

bug

Most helpful comment

Do you have canWalkOnEnergy flag in demon.xml? Set it to 1.

it is already, but seems like the code logic is to prioritize the walking around instead of walking thought it... and it should be the other way around (as real tibia)

All 12 comments

Which flag? A cautious flag?

I confirm this issue, the problem here (if it is not clear enough to devs), is that the demon should prioritize reaching the player by walking on the energy wall, instead of prioritizing walking any other way

Do you have canWalkOnEnergy flag in demon.xml? Set it to 1.

Do you have canWalkOnEnergy flag in demon.xml? Set it to 1.

it is already, but seems like the code logic is to prioritize the walking around instead of walking thought it... and it should be the other way around (as real tibia)

Do you have canWalkOnEnergy flag in demon.xml? Set it to 1.

it is already, but seems like the code logic is to prioritize the walking around instead of walking thought it... and it should be the other way around (as real tibia)

Thanks 4 explaining to them ! :-)

Which flag? A cautious flag?

updated my comment ^.-

It's issue regarding path finding not the field code itself, as far as I remember field tiles got higher cost (determined by system) so it will avoid them if there is a way around it until there is none so its gonna run over it.
https://github.com/otland/forgottenserver/blob/master/src/map.cpp#L841-L856

It's issue regarding path finding not the field code itself, as far as I remember field tiles got higher cost (determined by system) so it will avoid them if there is a way around it until there is none so its gonna run over it.
https://github.com/otland/forgottenserver/blob/master/src/map.cpp#L841-L856

we should made an exception for monster with canwalkonXXX flag then, the cost is correct for everything but for canwalkonXXX flagged monsters, they should have a lower cost

Behaviour changes when he is hit by condition damage (energy in this case) - either from spells/runes or the energy field itself if the monster has been forced to step on it. Seems to be only happening with Condition Damage. Direct damage doesn't seem to be affecting his behaviour.

When this happens it will ignore any field and go straight for the player - running away/changing floors seems to reset the monster to initial behaviour.

As EPuncker said, monsters with the "canwalkonXXX" flag, should get the same cost on XXX fields as normal floors.

it shouldnt receive a tag of "bug" ?

thx so fucking much, sir Nekiro!

you're dabest!

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