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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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Issue Information

  • #006324

  • 0 - None Assigned

  • Fixed

Issue Confirmations

  • Yes (2)No (0)
Photo

Monster Aggressive -

Posted by Hercules Bot on 26 July 2012 - 06:33 AM

Originally posted by Ron
When you kill a monster who is nonaggressive, after its dead and it respawns, the aggressive-ness remains on it and it will come attack you.
Been tested on Les, Zerom, and Sohee's
Any fix?

Originally posted by Vali
I can confirm this.

Originally posted by Ron
it gets annoying when a random passivemob suddenly attacks you.

Originally posted by Ron
BumP?

Originally posted by Ind
I'm unable to test right now but the first thing that comes to my mind is that the monster doesn't unlock its target when it dies, and since data from mobs with respawn isn't cleared after death I think it'll chase the previous target as long as he is still in range when it respawns (a mob_unlocktarget on mob_dead should fix if i'm correct)

Originally posted by Angezerus
Confirmed on Mi Gaos.

Testable with fixed+insta spawn mobs (probaby custom, cause I couldn't find any :P), or maybe on very small maps. If they spawn near to you, they walk to you even from outside of the screen. If they spawn too far, they will return to passive state, cause they "can't reach" you.

I think this is related to another problem:
If you kill a monster for example with dual bolt, but the first bolt kills the mob, then the secound kills it again as it respawns somewhere in the map (ofc if you can make 1hit kill). This applies to bowling bash, dual bolting, party killing.
So it seems that the killed monster respawns with exactly the same entity, and respawning does not cancel previous events on the entity.

Edited by Angezerus, 27 July 2012 - 08:08 AM.


Originally posted by Ind
i couldn't reproduce this, tried against sohees and mi gaos, created a custom respawn point for both nearby where they're killed -- they didn't chase me after respawing (tried with no respawn time and with 10s respawn time, no difference)

Originally posted by Ron
I am using pre-renewal..
its still happening as of today~

Originally posted by Ind
i need better directions on how to reproduce it then

Originally posted by Ron
Apparently this is an official settings, asked couple of friends.
And I just basically had rAthena Pre-Renewal and thats what it was doing.

Originally posted by Vali

i need better directions on how to reproduce it then


r16519: You can see that after kill the monster it come to you and start hitting you.

Originally posted by Ron
And I'm running on r16425~

Originally posted by Ron
I think this is proof enough/?

Originally posted by Ind
proof enough isn't the problem, i'm only able to fix something that I can reproduce, and thanks to vali i could reproduce (it seems you have to kill it while it is at full health), will try to fix it now.

Originally posted by Ind
Fixed in [rev=16527] Thanks to you all

Originally posted by Ron
Looks like not fixed afterall..

Posted Image

Posted Image

Originally posted by malufett
confirmed,,,,but once they detect and attack the one who killed them then it will return again to passive mode...
however this will happen conditionally...when it re-spawn next to the killer or once it doesn't do anything like walking or when the mob dies and the same time it does its attack..

sir Ind I suggest to put the
md->attacked_id = 0;

to the 'mob_spawn' so that clashing of death and aggressiveness won't ignore the fix.... :)

Originally posted by Ind
malufett I'm not able to reproduce that, being you're able to, please issue the fix. thank you very much.

Originally posted by malufett
BTW as I am going into deeper I found out that the target is being release
mob_unlocktarget((struct mob_data *)src,tick);
that is inside 'mob_dead' while there is again

md->attacked_id = 0;
md->target_id = 0;
inside 'mob_spawn'


so my theory is that the state of aggressiveness is not totally remove when re-spawn in some special case..anyway I'll try to fix it...

found it
I'll commit the fixes later..:)

Originally posted by Ron
yay cant wait..

Originally posted by malufett
Fixed @ [rev='16560']