priezm / ro-rail

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Wasting sp on static plant type monster #3

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
*What steps will reproduce the problem?*
[*] just standing around any plant type monster made the AI uses skills. 
Plant type monster in this case are the herbs plant and the mushroom plant.

*What is the expected outcome? What do you see instead?*
Should not waste sp and uses skills to hit this type of monster.

*What revision of the product are you using?*
$Id: Version.lua 139 2010-03-24 14:06:35Z faithful613 $

*What type of homunculus/mercenary are you using?*
Bow merc
Vanilmirth

*Please provide any additional information below.*
i am not sure if the vanil are doing caprice on the plant [it was busy with 
other mobs]. But double strafing a plant is very notice-able.
i will do further testing regarding this later.

anyway, good job! :D

Original issue reported on code.google.com by the.God5...@gmail.com on 28 Mar 2010 at 7:53

GoogleCodeExporter commented 8 years ago
When the AI can distinguish monster types, plants and mushrooms default to not 
allowing skill. They're also defaulted to 1 priority level below other default 
monsters.

The problem is that mercenaries are unable to distinguish types of monsters, so 
RAIL 
cannot tell if the monster is a plant, a baphomet, or a poring. Since you are 
using 
both homunculus and mercenary at once, you can set the UseMobID option (in both 
state-files) to true, and the homunculus will begin communicating monster types 
to 
the mercenary. This should prevent your archer from double-strafing the 
plants/mushrooms.

After testing with UseMobID enabled, please respond with your new findings.

Original comment by faithful...@gmail.com on 28 Mar 2010 at 8:14

GoogleCodeExporter commented 8 years ago
i tested with UseMobID enabled. It works!
good job!

but it would still be a problem with players without homunculus right..

Original comment by the.God5...@gmail.com on 28 Mar 2010 at 4:34

GoogleCodeExporter commented 8 years ago
Players can generate a MobID file using a homunculus, and use that file for 
characters without a homunculus. The problem is the possibility for confusion 
on maps 
other than the one that the MobID file was generated on, so this isn't 
supported 
better.

Other AIs attempt to prevent mercenary-only SP waste by not attacking monsters 
which 
stand still. This isn't a good solution because it limits effectiveness. In a 
best-
case scenario, all "good" monsters will be moving when they enter the screen. 
In a 
worst-case scenario, the AI will not target anything. For example, archer 
mercenaries 
on geographer map would be made useless because geographers never move.

Until I can think of a better mechanism to avoid this behavior, I'm marking 
this 
issue as WontFix.

Original comment by faithful...@gmail.com on 28 Mar 2010 at 5:15