Flowers not defending themselves properly

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Vink
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Flowers not defending themselves properly

Post by Vink » Sun Apr 20, 2008 2:11 pm

Hello! My sister found a bug, sorry if it's already known, but I tried to search to see if it was already mentioned somewhere but didn't find anything.

When you attack flowers with a mêlée weapon (I tested with the short sword but I've seen someone do it with a scythe) while not standing too close to it, it just stands there as if it was not under attack.

This must be a bug, right?
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fate
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Re: Flowers not defending themselves properly

Post by fate » Sun Apr 20, 2008 2:51 pm

Hi,

this sounds as if their attack range was less than that of a scythe. Perhaps this monster should be re-balanced (also considering that it is one of the best-- if not the best-- supplier of experience points to higher-level players).
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Re: Flowers not defending themselves properly

Post by Vink » Sun Apr 20, 2008 4:16 pm

No, the strange thing is that when you attack with the bow from a larger distance than with the scythe or short sword, they do defend themselves, except sometimes when it's the really long range, which is not unnatural.
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Re: Flowers not defending themselves properly

Post by fate » Sun Apr 20, 2008 4:28 pm

Vink,

I have only observed the behaviour you describe when first being attacked by a flower and then moving out of range-- the flower would keep attacking. I have never been attacked by a flower if my initial missile attacks were outside of the flower's range.

I believe that you are referring to a second bug here, which there may be a solution for already: http://forums.themanaworld.org/viewtopic.php?f=3&t=4031

(This bug means that the server believes that you cannot move after being hit, while the client is unaware of this restriction and allows you to move client-side. I assume that the server afterwards discards your location updates since it sees you as trying to `jump' too far.)
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Re: Flowers not defending themselves properly

Post by Vink » Sun Apr 20, 2008 4:58 pm

EDIT: Tested using the bow again just to be sure, and you're right Fate, I was doing something wrong before, I suppose. Sorry about all this.

But I think that the flower should have some range, to compensate that it's unable to move. Seems unfair to the flower that even relatively low level players using the scythe can kill it if they're not standing too close to it. When you use the bow, at least you lose arrows.
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Re: Flowers not defending themselves properly

Post by Forge » Fri Jul 11, 2008 2:20 pm

<Removed Content>
Last edited by Forge on Wed May 06, 2009 7:06 pm, edited 1 time in total.
Removed Content on 6 May 2009.
Thanks.
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Crush
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Re: Flowers not defending themselves properly

Post by Crush » Fri Jul 11, 2008 2:51 pm

Forge wrote:If the path-length get a negative bonus, that might explain why you can still be hit after a run of 2 screens or more in the mine: hit-path glued on the walls...
No, this has an entirely different reason. When you are hit you are stopped for a brief moment on the server but you can walk normally on the client. This can lead to a large asynchronisation when you are hit a lot.
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Re: Flowers not defending themselves properly

Post by Sanga » Fri Jul 11, 2008 10:37 pm

Forge wrote:hello, a bit of reopening for flowers... but it might affect other monster as well... according to BlackBird player

The attack range of monsters seems to be longer when there is obstruction around. Easier to test on flower which do not move (but do not always counter-attack :shock: ).

If the path-length get a negative bonus, that might explain why you can still be hit after a run of 2 screens or more in the mine: hit-path glued on the walls...
The "longer range when there is an obstruction around" business is a result of some silliness in the eAthena code - if you attack with a ranged weapon (bow), and the path between you and the target is blocked by an obstruction, the server is moving you to a new position right on top of the mob. But the client never shows this move, so it appears to you that your are being attacked from out of range.

The "...can still be hit after a run of 2 screens or more" is an entirely different issue - after taking a hit, you are "locked" in that spot for a certain period of time, as far as the server is concerned. But the client doesn't recognize this, and is allowing you to move. This results in your position on the server being (potentially very) different from your position as shown on the client.

A server patch has been submitted to eliminate the first issue (http://mantis.themanaworld.org/view.php?id=320), and a client patch to reduce the effects of the second (http://mantis.themanaworld.org/view.php?id=316).
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