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Mob Skills

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Newbie Spellweaver
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Re: [Release] Mob Skills

How's this for a conflict.

There are 5 types of monster attacks, let a,b,c,d,e represent them respectively.
Type A, AOE attacks with attack animation, like Tauromaci's lightning, C-rog's lightning etc
Type B, AOE attacks without individual animation, like Thanathos, Zakum, Pianus rays, zombie breath etc it's just one big aoe attack, and who ever gets caught in the range gets hit. no individual animation seen.
Type C, AOE attacks without animation at all, Mushmom's earth slam. You just see yourself getting owned.
Type D, Single target with attack animation, firedrakes spit fire, you see it coming, and its coming at you. though whoever gets caught in the way gets hit too. or lupins bananas, you see a banana peel bouncing off of you when you get damaged.
Type E, Single target with no animation, anything that gets you killed without seeing any specific animation while you get hit.

SO will this all fit in one call?
 
Newbie Spellweaver
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Re: [Release] Mob Skills

@altinate

you sure the line said "packet.packetSend(player, players, 0);" and not "packet.SendTO(player, players, 0);
 
Newbie Spellweaver
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Re: [Release] Mob Skills

Um... Oh yah! I totally read that wrong.....

I'm constantly testing out numbers, so far got nothing!
 
Newbie Spellweaver
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Re: [Release] Mob Skills

@altinate

so you tried the last code I posted and it still made the monsters lag?
 
Newbie Spellweaver
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Re: [Release] Mob Skills

I can't try it cuz my parents shut my server down at night.
and it's night.
 
Newbie Spellweaver
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Re: [Release] Mob Skills

oh that sucks =/, well im gonna try it now.
 
Junior Spellweaver
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Re: [Release] Mob Skills

I don't think it has to do with the moveMob function...
 
Newbie Spellweaver
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Re: [Release] Mob Skills

im going to bed.


I pulled my hair out and came up with this theory:

M.atk animation packet sendto players is the key leading to the next key
 
Newbie Spellweaver
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Re: [Release] Mob Skills

Have you even read my reply about .. this whole thing?

New Hint (rev007):

The mob can't target more than 1 player, that's why only 1 player can see the skills and get hurt. Once the player who is targeted leave the map, the monster automatically target the next player. If there isn't any other player, the monster stop finding a target.


The code released is right. There is no need for more fixes. However, the fix is located where the mob is... like void Mobs::damageMobSkill for players, now we need to find where it is for mobs.

That's what i'm focusing on...

And yes.. i have tried the sendTo but monsters doesn't move nor attack.

For the m.atk animation thing you're talking about, i don't really get it yet. If you could explain it to me a bit more it'll help.
 
Newbie Spellweaver
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Re: [Release] Mob Skills

Some1 got any idea how to fix that all the player can see the monster skills : /

If u do pliz help us XDD
 
Junior Spellweaver
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Re: [Release] Mob Skills

Some1 got any idea how to fix that all the player can see the monster skills : /

If u do pliz help us XDD
This is caused by bugs in the coding of monster control and such. The fix for this will take quite a share of coding, so don't look to anyone for it atm. Cheers.
 
Experienced Elementalist
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Re: [Release] Mob Skills

but man zakum pawns like a mad man now but its funny it takes turns since it only shows it to one person at a time so when my friends die another person will die after so its like taking turns =P
 
Newbie Spellweaver
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Re: [Release] Mob Skills

Maybe it could be like how we have "showCombo" in skillspacket.cpp?

Might need the packets of the skills that Zakum uses and make it so that everyone can see those skills.

Code:
void SkillsPacket::showCombo(Player *player, vector <Player*> players, int time){ // show combos to everyone on map
    Packet packet = Packet();
    packet.addHeader(0x3a);
    packet.addByte(0);
    packet.addByte(0);
    packet.addByte((char)0x20);
    packet.addByte(0);
    packet.addByte(0);
    packet.addByte(0);
    packet.addByte(0);
    packet.addByte(0);
    packet.addShort(player->getCombo()+1);
    packet.addInt(1111002);
    packet.addInt(time);
    packet.addShort(0);
    packet.addByte(0);
    packet.packetSend(player);
    packet= Packet();
    packet.addHeader(0x86);
    packet.addInt(player->getPlayerid());
    packet.addByte(0);
    packet.addByte(0);
    packet.addByte((char)0x20);
    packet.addByte(0);
    packet.addByte(0);
    packet.addByte(0);
    packet.addByte(0);
    packet.addByte(0);
    packet.addShort(player->getCombo()+1);
    packet.addByte(0);
    packet.sendTo(player, players, 0);
}

^ Code from "showCombo" in SkillsPacket.cpp
 

zok

Initiate Mage
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Re: [Release] Mob Skills

Cannot you see a monster skill from the other player?
 
Newbie Spellweaver
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Re: [Release] Mob Skills

Zok, what is happening is thus,
Player A, call him target, enter map with monster, monster auto target player and attacks
- some monsters need provakation first but they still only attack Target.
player b, call him bystander, comes into map sees Target but monster animations are not happening VISUALLY to you. only to Target.
THANK YOU for the fix though, it is a HUGE FIX nonetheless. imagine party questing without parties. killing king slime SOLO the animations still work that way and parties are not 100% as far as i know.

quick question though: Hide (SuperGM) + M.Atk of monster still going through, any fix to this available?
 
Skilled Illusionist
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Re: [Release] Mob Skills

This poop dosen't matter guys it creates uber lag no point in working with this stuff....
 
Newbie Spellweaver
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Re: [Release] Mob Skills

You sure it creates lag? I ain't lagging now and i'm on a crappy 512MB RAM and a 1600MHz Processor with 7+ friends on?
 
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