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Behaviour of monsters(Like in real Tibia) #45

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Pietia10 opened this issue Mar 12, 2015 · 7 comments
Open

Behaviour of monsters(Like in real Tibia) #45

Pietia10 opened this issue Mar 12, 2015 · 7 comments

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@Pietia10
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HI currently the monsters doesn't behave like in real Tibia , I remember that iryont have already fix for it mind to commit ?;>

1.Dancestep - the creatures attempts to step randomly (1 second interval between checks) to any open square (north, south, east, or west) that keeps the monster within range of the target. If the square is blocked or occupied then the monster stays still until the next check. If there is a player on screen, but no target is reachable then the monster will no longer be restricted by range and can step anywhere (n,s,e,w) on screen. Monsters will only dancestep if they are within their desired range of the target or if no target is reachable.

there is dancestep but its for sure not 1sec.
its way more.

2/Running Away/Escaping - if a creature is below it's runonhealth value it will no longer attack the target with melee, it will however still use any of it's other abilities
it is wrong in otserv.
it attacks with melee.

3.There is also walkback feature.(would be good if configurable by config.lua)

4.distance monsters should slow down when they are reached by player

@Pietia10 Pietia10 changed the title Behavior of monsters(Like in real Tibia) Behaviour of monsters(Like in real Tibia) Mar 13, 2015
@iryont iryont added enhancement and removed bug labels Mar 20, 2015
@iryont
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iryont commented Mar 20, 2015

Actually I'm not even sure if following Tibia is a good idea since obviously the protocol we are currently using is rather an old one and apparently that fact won't change anytime soon.

The behaviour of monsters should be a choice of the user and revscriptsys2 should provide the possibility to define that behaviour for each monster.

@Pietia10
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Well it is good idea , how else can we operate . Protocol on 90 % of open tibia servers is 8.6 like you can see on otservlist.org .

@iryont
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iryont commented Mar 20, 2015

Actually I meant that I wouldn't mind seeing even smarter monsters, in fact it would be really cool.

@assassina
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What exactly do you mean by "not working like in real tibia"? Are you talking about the behavior related to destructive fields?

@Pietia10
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I belive here is good bug report (not sure if everything affects otserv but probably yes)
otland/forgottenserver#922
plus -
distance monsters should slow down when they are reached by player
also probably iryonot know this better as he was patching his server himself.

@assassina
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Well, is Iryont in a mood to implement his patch (written for his own server) on otserv? If he is not, he is on his right. But it would be good to know.

@Pietia10
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Yeah it would be nice to know ;=p

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