Neo-Mind / ro-rail

Automatically exported from code.google.com/p/ro-rail
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Moving too close when AttackAllowed is set to false #34

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?

1.Set AttackAllowed to false
2.Set SkillsAllowed to true

What is the expected outcome? What do you see instead?

I want my homcu to use skills on the monster but not move right next to it, 
it's ok to move in-range of the skill but instead it uses the skill, moves next 
to the mob, comes back to me(because of my come back configuration i guess) and 
then repeats the process

What revision of the product are you using?
171

What type of homunculus/mercenary are you using?
Vanil

Original issue reported on code.google.com by Kusanag...@gmail.com on 6 Sep 2010 at 2:30

GoogleCodeExporter commented 9 years ago
I will test this on my own setup soon.

Original comment by faithful...@gmail.com on 9 Sep 2010 at 7:40

GoogleCodeExporter commented 9 years ago
If your tests prove this as valid, wouldn't it be a good idea to add 
"DisableChase" in the "ActorOptions" sub-table and not in the global 
configuration? This seems an against-monster behaviour, correct me if i'm wrong.

Original comment by Kusanag...@gmail.com on 9 Sep 2010 at 6:55

GoogleCodeExporter commented 9 years ago
This should be fixed now. I changed the Chase sieve to couple targeting with 
range, as opposed to assuming that any allowance (attack or skill) would result 
in moving into attack range. Please verify that it's working as intended.

Can you elaborate on why DisableChase should be monster-specific and not global 
to the AI? Is there a situation that would show the benefit of this?

Original comment by faithful...@gmail.com on 17 Sep 2010 at 5:00

GoogleCodeExporter commented 9 years ago
If DisableChase is a monster specific option then kiting would be posible, 
allowing homunculus to kill for example Geographers without getting close, but 
i think that with the update this can be achieved anyways. Thanks

Original comment by Kusanag...@gmail.com on 17 Sep 2010 at 11:59

GoogleCodeExporter commented 9 years ago
Actually, Kiting is one of the planned features that will be part of the 
"Chase" logic. If DisableChase is enabled (after it's implemented), then both 
kiting and chasing will be turned off. There are a lot of features that I still 
need to implement and fix before I feel comfortable implementing kiting.

Is the new revision working better for you?

Original comment by faithful...@gmail.com on 17 Sep 2010 at 5:49

GoogleCodeExporter commented 9 years ago
Haven't checked yet because i'm at work, and this morning when i replied i was 
getting ready to come here, i will try it ASAP when i get the chance and i'll 
get back to you as soon as i see improvements. 

Also regarding the DisableChase / Kiting option; i would like to experiment a 
little bit with this before coming with an answer i mean, if i just use the 
documentation it says that my homun/merc "will not attempt to move toward 
enemies", does that means that if skillsAllowed is enabled it would just 
"kite"? then comes the question? why is it a global option? what if i want some 
monsters to be "not chased" and some others chased? If this logic is true then 
kiting doesn't need too much work because it's already done, correct me if i'm 
wrong 

Original comment by Kusanag...@gmail.com on 17 Sep 2010 at 6:38

GoogleCodeExporter commented 9 years ago
Kiting is the active movement away from monsters, so it's not quite the same as 
DisableChase. I have a prototype for kiting in the code as it is, but it's got 
a few kinks in it that I need to work out. Once I do that, I'll commit it. The 
code is very messy and will be rewritten once it has more testing done to it... 
There will still be an option to use the old chase code as well, but RAIL will 
default to using the experimental chase code. I'm hoping this also fixes the 
problems with chasing the owner...

Original comment by faithful...@gmail.com on 18 Sep 2010 at 10:44

GoogleCodeExporter commented 9 years ago
Agreed, you can set this issue as Fixed, it works now, i still have that little 
idea about DisableChase should be monster specific after testing allowing 
skills but not attacks.

I was at Mi Gaos with my homun and a bow mercenary, they both start attacking 
and killing a Mi Gao, my homun runs out of SP, so it stops attacking, the 
monster gets close and my homun does nothing at all, if DisableChase was 
monster specific then my homun would be able to attack once the specified mob 
gets close right? however probably a threshold is needed for "it got close" i 
don't know, just a thought that perhaps can be added with the Kiting option?  
Up to you.

But anyways, set this specifiec issue as Fixed. Thanks again

Original comment by Kusanag...@gmail.com on 18 Sep 2010 at 2:11