Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

NodeBB

  1. Home
  2. Archives
  3. Immortal Archive
  4. Bug Reports
  5. Mobs and Wizimobs - they can't see eye to eye

Mobs and Wizimobs - they can't see eye to eye

Scheduled Pinned Locked Moved Bug Reports
3 Posts 2 Posters 20 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • NibelungN Offline
    NibelungN Offline
    Nibelung
    registered
    wrote on last edited by
    #1

    Yeah, the wizi_mob flag which makes a mob wizi 150 also prevents other mobs from seeing them anymore, even if the mob is well over 150. They used to be able to see wizimobs, now they can't. What gives? I can't use see_all as that would defeat the purpose of many vision limitations.

    Case in point:

    Minobe: vnum 7502

    Wizimob: vnum 7697

    Minobe uses the wizimob to do some room movement attacks, such as throwing and hitting someone in the air. Well, he can't see the wizimob to do the actions.

    Frankly, mobs should be able to target anything. The isvisible ifcheck can be used to verify visibility, that's what it's for right?

    1 Reply Last reply
    0
    • SynS Offline
      SynS Offline
      Syn
      retired
      wrote on last edited by
      #2

      Just a quick note: the reason > lv150 used to be able to see wizimobs, and now can't is because the IS_IMMORTAL() macro used to check NPCs as well as PCs. It doesn't anymore, since having NPCs level 150 and above considered as immortals leads to all sorts of cheating.

      I'll come up with some way to sort this out.

      1 Reply Last reply
      0
      • SynS Offline
        SynS Offline
        Syn
        retired
        wrote on last edited by
        #3

        <quote author="Nibelung">@Nibelung:

        Frankly, mobs should be able to target anything. The isvisible ifcheck can be used to verify visibility, that's what it's for right?</quote> Problem is, that only applies within scripts. In the code, for example for aggro mobs, we really do need hardcoded visibility checks - otherwise weak aggros will attack invis people that they can't see, etc.

        I've added a "see_wizi" act2 flag to allow mobs to see wizimobs without seeing everything else (e.g. improved invis mobs).

        1 Reply Last reply
        0

        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

        With your input, this post could be even better 💗

        Register Login
        Reply
        • Reply as topic
        Log in to reply
        • Oldest to Newest
        • Newest to Oldest
        • Most Votes


        Powered by NodeBB | Contributors
        • Login

        • Don't have an account? Register

        • Login or register to search.
        • First post
          Last post
        0
        • Categories
        • Recent
        • Tags
        • Popular
        • Users
        • Groups