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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

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Issue Information

  • #007036

  • 0 - None Assigned

  • Invalid

Issue Confirmations

  • Yes (1)No (0)
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Skill NPC_EMOTION not working

Posted by Beret on 28 January 2013 - 09:03 PM

The NPC_EMOTION skill is not leaving the passive monster.

irowiki: http://irowiki.org/wiki/NPC_EMOTION


Test done with Rake Scaraba ID-2086

2086,Rake Scaraba@NPC_EMOTION,chase,197,1,1000,0,5000,yes,self,always,0,19,0x81,,,,,
2086,Rake Scaraba@NPC_EMOTION,idle,197,1,3000,0,5000,yes,self,always,0,6,0x3095,,,,,

Ind 
changed status to: Confirmed

Problem here is that skill 197 (NPC_EMOTION) has no duration, so the mode change starts with 0 duration and is therefore removed instantly, however how we get the duration of this is beyond me

Problem here is that skill 197 (NPC_EMOTION) has no duration, so the mode change starts with 0 duration and is therefore removed instantly, however how we get the duration of this is beyond me              



Before in rathena worked, then made a commit that stopped working.

I couldn't find where it was removed, so I couldnt retrieve the previous value therefore I cannot add it to the svn without knowing the value, if you'd like to set that yourself you can add the following to skill_cast_db.txt, below example has a duration of 2.5s
//-- NPC_EMOTION
197,0,0,0,2500,0,0,-1


I couldn't find where it was removed, so I couldnt retrieve the previous value therefore I cannot add it to the svn without knowing the value, if you'd like to set that yourself you can add the following to skill_cast_db.txt, below example has a duration of 2.5s

//-- NPC_EMOTION197,0,0,0,2500,0,0,-1


Even adding in skill_cast_db the monster is not passive.

hmm o_o guess because i tested with a different monster, my fault. I'll get to work on this as soon as I get back from work, my apologies.

okay its my fault I misread the functionality completely, its not the duration (there is no duration; the skill is permanent, to return to original mode you need a new NPC_EMOTIOn call to change the modes again e.g. on IDLE) and the skill is not a only passive either, it depends on each monster skills, for example
2086,Rake Scaraba@NPC_EMOTION,chase,197,1,1000,0,5000,yes,self,always,0,19,0x81,,,,,
This changes the monster mode to 0x80 (MD_CANATTACK) and 0x1 (MD_CANMOVE).
if you change it to
2086,Rake Scaraba@NPC_EMOTION,chase,197,1,1000,0,5000,yes,self,always,0,19,0x1,,,,,
It will change mode to 0x1 (MD_CANMOVE) and make the monster passive, and it'd go back to original modes when triggering the following
2086,Rake Scaraba@NPC_EMOTION,idle,197,1,3000,0,5000,yes,self,always,0,6,0x3095,,,,,


So the skill itself is not broken -- the entries in the mob_skill_db may be inaccurate, but that'd make this a database bug and not a core one.

Ind 
changed status to: New

This skill doesn't necessarily leaves the mob passive, it can leave any mob with any state. It's meant to be used when the monster enters a new state, in order to warn the player of what's happening and depending on the case to not finish entering in this state and go to another instead.
As Ind stated, if any mob has different behaviours in official servers it's an issue with our database (it's not according with the latest episode, as of 91057aae93 it's based in Aegis Epi. 11.3).
I'm marking this issue as invalid, as the skill is working according to expected and soon we're going to update this database.

pan 
changed status to: Invalid