Issue information

Issue ID
#3574
Status
Fixed
Severity
Medium
Started
Hercules Elf Bot
Sep 10, 2009 6:54
Last Post
Hercules Elf Bot
Apr 4, 2012 8:10
Confirmation
N/A

Hercules Elf Bot - Sep 10, 2009 6:54

Originally posted by [b]Musashi[/b]
http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=3574

I dont know if this should be a monster AI bug or Ice wall bug. But I thought its best to list it under ice wall.

I was testing Ice wall on monsters and it works very differently then the way ice wall works on Aegis.

On Aegis if a monster is following u and you icewall immediately after the monster or on top of the monster the monster stops. But on eAthena the monster walks right around the Ice Wall.

What I want to say is that on Aegis Ice wall works exactly like a real Wall. That means you can hide behind an ice wall and unless the agro monster sees u they wont follow u.

On eAthena if you are hiding behind an Ice wall and an Agro monster comes in screen they are able to see you and come right around the wall!

I think fixing this bug would add an amazing amount to the gameplay : )

Hercules Elf Bot - Jan 14, 2012 11:51

Originally posted by [b]Ind[/b]
I confirmed while testing against a orc lady in gef_fild10 on iRO.

Hercules Elf Bot - Mar 18, 2012 4:59

Originally posted by [b]Ind[/b]
i have no idea how to do this without screwing a lot of cpu. hope other devs have better ideas

Hercules Elf Bot - Mar 19, 2012 8:19

Originally posted by [b]Angezerus[/b]
I'm just a newbie, but I looked into path and mob.c. Is that a solution to introduce icewall as a special obstacle, and when mob encounters a new obstacle and searches for new path, we add an icewall check and if it's an icewall that blocks the way, the path finding says no way around, and the mob stops?

Hercules Elf Bot - Mar 21, 2012 22:57

Originally posted by [b]Ind[/b]
that's not a friendly way to do it -- checking for it isn't as simple and it'll be useless in most cases since encountering ice wall in the path is not common compared to the number of available scenarios

Hercules Elf Bot - Mar 22, 2012 8:44

Originally posted by [b]Angezerus[/b]
I was thinking a bit, and maybe it would solve one part of the problem if the icewall would act like a 1X1 range trap that can be placed on monster. This way it would act like the official: If we put it on a moving monster it will stop till the wall disappears. Otherwise it wouldn't suck in mobs if they approach the wall, because they can't step on the cell the icewall is casted on previously.

To make monsters stop if they encounter a previously placed icewall needs someting else... I'll think about it, but maybe it has something to do with monster ai. (on official they stop immediately if they loose their target, on eA/rA the default setting is to make them move to the last known cell.)

Hercules Elf Bot - Mar 23, 2012 4:32

Originally posted by [b]Ind[/b]
Maybe part of the fix I used on [bug=1017] to identify ice wall cells could be used on this, not sure how yet however.

Hercules Elf Bot - Mar 23, 2012 7:58

Originally posted by [b]Ind[/b]
Fixed in [rev=15777]