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skills/hit miss on *clone/@evilclone summons #2607

worstgamedev opened this issue Jan 8, 2020 · 3 comments

skills/hit miss on *clone/@evilclone summons #2607

worstgamedev opened this issue Jan 8, 2020 · 3 comments


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@worstgamedev worstgamedev commented Jan 8, 2020

Describe the bug
Using clone script command and @evilclone in game to summon a clone of a player, it can attack, hit but others can't hit it with skills and normal attacks. It will either go miss or dodged.

To Reproduce
Steps to reproduce the behavior:

  1. This is script used
    `prontera,155,95,5 script Shroud#001 4_M_REBELLION,{

    $@clonegid = clone("prontera",158,84,"Shroud#001::OnTrigger",getcharid(0));
    setunitdata $@clonegid,UDT_HAIRCOLOR,rand(1,10);
    setunitdata $@clonegid,UDT_ATKRANGE,10;
    setunitdata $@clonegid,UDT_AI,2;
    setunitdata $@clonegid,UDT_CLASS,2110;
    setunitdata $@clonegid,UDT_HIT,500;
    setunitdata $@clonegid,UDT_FLEE,0;


    .@atkrange = getunitdata($@clonegid,UDT_ATKRANGE);

    .@udthcolor = getunitdata($@clonegid,UDT_HAIRCOLOR);

    .@udtai = getunitdata($@clonegid,UDT_AI);

    .@udtclass = getunitdata($@clonegid,UDT_CLASS);

    .@udthit = getunitdata($@clonegid,UDT_HIT);

    .@udtflee = getunitdata($@clonegid,UDT_FLEE);

    announce($@clonegid + " clone died.", bc_all);

    announce(killedrid + " died in a miserable way.", bc_blue|bc_all);


Expected behavior
Summon a clone which can attack players and other clones and also pickup items.
Player and other clones could also attack and damage them.


System specs (please complete the following information):

  • OS: [Windows 10 version 1909]
  • Hercules Version [Release v2019.12.15]
  • Mode: [pre-renewal]
  • Packet version: [20151104]
  • Client type: [2015-11-04aRagexe]

Plugins used or source modifications
None, fresh compile from git. NEMO patch for client.

Additional context
So when I summon clones and attack them with skills or basic attack, it will result to miss, dodge
or no damage at all. I tried to use setunitdata for def mdef flee dodge to lowest number possible to but still not working. I also tried different ai and modes to see if that is the problem still not works.
Im new to scripting and I want to make an event where I summon clone if player is not enough in a room.


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@Kenpachi2k13 Kenpachi2k13 commented Jan 15, 2020

This is caused by mob_clone_spawn() creating an empty struct mob_db without assigning a value to dmg_taken_rate. Thus dmg_taken_rate is 0 and makes the clone invulnerable.


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@Emistry Emistry commented Jan 16, 2020

if i recall correctly, this issue happen way before the DamageTakenRate was implemented.


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@Kenpachi2k13 Kenpachi2k13 commented Jan 16, 2020

I don't know, but this is definitively the issue.
For example, battle_weapon_attack() applies this rate:

	if (target->type == BL_MOB) {
		struct mob_data *md = BL_CAST(BL_MOB, target);
		if (md != NULL) {
			if (md->db->dmg_taken_rate != 100) {
				if (wd.damage > 0)
					wd.damage = apply_percentrate64(wd.damage, md->db->dmg_taken_rate, 100);
				if (wd.damage2 > 0)
					wd.damage2 = apply_percentrate64(wd.damage2, md->db->dmg_taken_rate, 100);

Since dmg_taken_rate is 0 here, the damage becomes 0, too...
I tested adding db->dmg_taken_rate = 100; to mob_clone_spawn() and the result was, that I was able to hit the clone.

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