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Changelog 748

Posted: Sun Feb 03, 2013 10:51 am
by rock5
Nothing major.
  • - Added pawn:isPet() function
    - Fixed attackable flag and added ispet check to evalTargetDefault.
    - Fixed debug commandline option so it works "rom/bot debug".
    - Fixed bug getting party leader name.
    - Moved non pawn related variable initialisations to the player class constructor.
    - countmobs for AOE skills no longer includes level 1 critters.
    - Changed DEBUG_SKILLUSE option to be a single boolean value. If true it prints skilluse debug messages during combat only.
    - Added support for the 'romglobal' folder when using killzones.
    - Fixed and added some skills.
Plus a few other minor bug fixes.

Re: Changelog 748

Posted: Mon Feb 04, 2013 4:36 am
by abron1
hey rock now the bots targets stuff on the map that is unattackable i tried to make them firends in the waypoint but it still target them and tries to attack them

Code: Select all

Engaging enemy [Salvond Springbok Corpse] in combat.
We begin the fight with ranged pulling.
Ranged pulling finished, mob in melee distance.
Use MACRO: WARDEN_CROSS_CHOP   =>   * Failed to cast *
Too close. Backing up.
Use MACRO: WARDEN_FRANTIC_BRIAR=>   Salvond Springbok Corpse (15113/15113
Current fight aborted.
Clearing target.
Moving to waypoint #52, (1523, -13840)
We ignore Salvond Red Wolf Corpse for 4 seconds.
Stopping waypoint: Target acquired before moving.
We ignore Salvond Red Wolf Corpse for 4 seconds.
We ignore Salvond Red Wolf Corpse for 4 seconds.
Making Pet Attack
Engaging enemy [Salvond Red Wolf Corpse] in combat.
We begin the fight with ranged pulling.
We ignore Salvond Red Wolf Corpse for 4 seconds.
Ranged pulling finished, mob in melee distance.
We ignore Salvond Red Wolf Corpse for 3 seconds.
Use MACRO: WARDEN_CROSS_CHOP   =>   * Failed to cast *
We ignore Salvond Red Wolf Corpse for 1 seconds.
Too close. Backing up.
We ignore Salvond Red Wolf Corpse for 1 seconds.
Use MACRO: WARDEN_CROSS_CHOP   =>   * Failed to cast *
Taking too long to damage target, breaking sequence...
Clearing target.
Current fight aborted.
Moving to waypoint #52, (1523, -13840)
Stopping waypoint: Target acquired before moving.
Making Pet Attack
Engaging enemy [Salvond Springbok Corpse] in combat.
We begin the fight with ranged pulling.
Ranged pulling finished, mob in melee distance.
Use MACRO: WARDEN_CROSS_CHOP   =>   * Failed to cast *
Too close. Backing up.
Use MACRO: WARDEN_FRANTIC_BRIAR=>   Masterbeamon (109520/109520)
Current fight aborted.
Clearing target.
Moving to waypoint #52, (1523, -13840)
We ignore Salvond Red Wolf Corpse for 3 seconds.
Stopping waypoint: Target acquired before moving.
We ignore Salvond Red Wolf Corpse for 3 seconds.
We ignore Salvond Red Wolf Corpse for 3 seconds.
Making Pet Attack
Engaging enemy [Salvond Red Wolf Corpse] in combat.
We begin the fight with ranged pulling.
We ignore Salvond Red Wolf Corpse for 3 seconds.
Ranged pulling finished, mob in melee distance.
We ignore Salvond Red Wolf Corpse for 3 seconds.
Use MACRO: WARDEN_CROSS_CHOP   =>   * Failed to cast *
Too close. Backing up.
Use MACRO: WARDEN_CROSS_CHOP   =>   * Failed to cast *
Taking too long to damage target, breaking sequence...
Clearing target.
Current fight aborted.
Moving to waypoint #52, (1523, -13840)
Stopping waypoint: Target acquired before moving.
Making Pet Attack
Engaging enemy [Salvond Springbok Corpse] in combat.
We begin the fight with ranged pulling.
Ranged pulling finished, mob in melee distance.
Use MACRO: WARDEN_CROSS_CHOP   =>   * Failed to cast *
Too close. Backing up.
Use MACRO: WARDEN_FRANTIC_BRIAR=>   Masterbeamon (109520/109520)
Current fight aborted.
Clearing target.
Moving to waypoint #52, (1523, -13840)
We ignore Salvond Red Wolf Corpse for 3 seconds.
they are dead corpse on the map in a pack of like 6 so it just goes in a circle and get stuck there trying to attack then the 3 second ignor runs out then go in the circle again trying to attack unattackable mobs on the map

Re: Changelog 748

Posted: Mon Feb 04, 2013 5:40 am
by rock5
In trying to fix one targeting problem we've caused another. I'd go and check it out but I don't have characters who can reach the new level on the official servers and Nexon hasn't updated yet. I don't know if Lisa has any characters on the official servers that could go check it out.

Re: Changelog 748

Posted: Mon Feb 04, 2013 5:44 am
by abron1
how do i revert it back?

Re: Changelog 748

Posted: Mon Feb 04, 2013 5:47 am
by lisa
what map and which part of map is it?
I got chars in chrysalia, can walk to new map from there.

Re: Changelog 748

Posted: Mon Feb 04, 2013 5:56 am
by abron1
Merdhin Tundra in the area around kentlaru and in Soyar Lake

Re: Changelog 748

Posted: Mon Feb 04, 2013 6:20 am
by lisa
finally found them lol

Code: Select all

Bits,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0,Salvond Red Wolf Corpse 904

Bits,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0,Salvond Red Wolf Corpse 904

Bits,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,Salvond Red Wolf Corpse 904

Bits,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0,Salvond Red Wolf Corpse 904

Bits,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,Salvond Red Wolf Corpse 904

Bits,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0,Salvond Red Wolf Corpse 904

Bits,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,Salvond Red Wolf Corpse 904


Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Transport Punisher 904

Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Transport Punisher 904

Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Transport Punisher 904

Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Transport Punisher 904

Code: Select all

table: 03796168
Aggressive:     false
MaxRage:        0
MP:     1
Energy: 1
Race:   -1
MaxMP:  1
MaxMP2: 1
Mounted:        false
HP:     7893
Level:  76
MP2:    1
Type:   2
DirectionY:     0
MaxMana:        0
Z:      -13825
Buffs:  table: 03792108
X:      1834
Name:   Salvond Red Wolf Corpse
Lootable:       false
IsPet:  false
Level2: 0
Speed:  50
MaxEnergy:      1
Swimming:       false
InParty:        false
GUID:   1673
Class1: 3
Attackable:     true
TargetIcon:     false
Casting:        false
TargetPtr:      0
Id:     102378
Harvesting:     false
Alive:  true
Guild:  <UNKNOWN>
Mana:   0
Direction:      3.0019663085264
MaxFocus:       0
LastDamage:     0
Y:      342.50595092773
Address:        815978240
MaxHP:  7893
Class2: -1
Focus:  0
Rage:   0
Haven't got time atm to work out whats what but that is the attackable offset bits.

Re: Changelog 748

Posted: Mon Feb 04, 2013 6:43 am
by rock5
Well your a lot more familiar with the bits than me. I'm not even sure if I should be counting from the left or the right. :?

I notice it has 7893 HP. I don't know how we are supposed to tell it's dead/not attackable if it has full health.

Jeez the shorter pawn printout is great, isn't it? No more of all that player garbage.

Re: Changelog 748

Posted: Mon Feb 04, 2013 7:38 am
by lisa
start from the right, 1,2,4,8,10,20,40,80,100....
technically it would be
....100,80,40,20,10,8,4,2,1

TBH I feel like the best thing to do is go back to the 0x80000 we have used for the last year and retest those mobs in bloody battlefield, if it is literally just them that are the exception we can deal with that.

Yep loving the new shorter pawn prints =)

Re: Changelog 748

Posted: Mon Feb 04, 2013 8:25 am
by rock5
I haven't seen these new mobs in the new zone but they sound like exceptions too.

Re: Changelog 748

Posted: Mon Feb 04, 2013 8:42 am
by lisa
bah, just went through new zone targeting mobs for the bit prints.

Code: Select all

Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Salvond Springbok 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Springbok 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Springbok 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Springbok 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Springbok 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Boshi 904
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Salvond Red Wolf 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Boshi 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Salvond Boshi 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Boshi 904
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Red Wolf 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Boshi 904
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Red Wolf 904
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Salvond Red Wolf 904
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,Transport Punisher 904
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Transport Punisher 904
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Salvond Red Wolf 904
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Salvond Red Wolf 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,1,1,0,1,0,0,0,Aerial Oppressor 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,1,1,0,1,0,0,0,Aerial Oppressor 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,1,1,0,1,0,0,0,Aerial Oppressor 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,1,1,0,1,0,0,0,Aerial Oppressor 904
Bits,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,0,1,1,1,1,0,1,0,0,0,Aerial Oppressor 904
this is a normal mob

Code: Select all

Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,0,0,0,Transport Punisher 904
Things are very different now it seems =(

Actually they are all fine, both 80000 and 20000 are 1.

Re: Changelog 748

Posted: Mon Feb 04, 2013 10:20 am
by rock5
So 80000 look like the right bits again. So if we put it back to 80000 what will we do about the Kulech?

Re: Changelog 748

Posted: Mon Feb 04, 2013 10:59 am
by lisa
seems like those mobs in bloody battlefield are the exception to the rule, maybe a bug. I really think going back to 80000 is a good move and then deal with the kulech another day.

Re: Changelog 748

Posted: Mon Feb 04, 2013 12:32 pm
by abron1
how do i revert it back to a sooner revision?

Re: Changelog 748

Posted: Mon Feb 04, 2013 12:34 pm
by rock5
Right click 'rom' folder. Select "TortoiseSVN/Update to revision..." and type in the revision number you want. Then click ok.

Re: Changelog 748

Posted: Mon Feb 04, 2013 1:43 pm
by abron1
thanks

did you guys fix the targeting of the corpses?

Re: Changelog 748

Posted: Tue Feb 12, 2013 3:15 am
by rock5
The attackable issue needs to be resolved so I've collected lots of your bit printouts and tried to work out a pattern. I can see a sort of pattern. For starters I noticed Salvond Red Wolf Corpse don't have a bit at 0x1k. Nearly all mobs have a 1 bit at 0x1k but so do a few npcs. The npcs all seem to be attacking npcs so maybe 0x1k means it can attack. Then all the npcs that have the 0x1k bit have no bits in the 0x80k to 0x10k range.

So this might work

Code: Select all

if 1k and (80k to 10k) ~= 0 then
    -- is mob
The only problem with this is ouy of the 77 results I've collected 5 mobs didn't have the 1k bit.

Code: Select all

Bits  0  0  0  0  0  0  0  1  0  0  0  0  0  0  1  0  0  0  0  0  0  0  0  1  1  1  1  0  0  0  0  0  Kulech Blooddrinker 904  MOB
Bits  0  0  0  0  0  0  0  1  0  0  0  0  0  0  1  0  0  0  0  0  0  0  0  1  1  1  1  0  0  0  0  0  Kulech Blooddrinker 904  MOB
Bits  0  0  0  0  0  0  0  1  0  0  0  0  0  0  1  0  0  0  0  0  0  0  0  1  1  1  1  0  0  0  0  0  Kulech Splitter 904  MOB
Bits  0  0  0  0  0  0  0  1  0  0  0  0  0  0  1  0  0  0  0  0  0  0  0  1  1  1  1  0  0  0  0  0  Kulech Inspector Vanguard 904  MOB
Bits  0  0  0  0  0  0  0  1  0  0  0  0  0  0  1  0  0  0  0  0  0  0  0  1  1  1  1  0  0  0  0  0  Kulech Vanguard 904  MOB
They are from the results found here. http://www.solarstrike.net/phpBB3/viewt ... 865#p46865

Now I don't know if they are glitches or Lisa made a mistake or my assumptions are wrong. I tried to look for those mobs but couldn't find them. All the mobs I checked had pattens that matched my assumptions. Lisa how far did you travel to get those printouts? Any idea why or how you got those exceptions?

A bit more work and I got 1. I didn't notice it at the time so I didn't see it. But it looks different to your exceptions above.

Code: Select all

Kulech Vanguard 192DEB00  100k 0 80k 0 40k 1 20k 1 1k 0
Actually that's the same pattern as the Salvond Red Wolf Corpse. I'm not sure if I figured anything out here.

Re: Changelog 748

Posted: Tue Feb 12, 2013 3:49 am
by lisa
rock5 wrote:I'm not sure if I figured anything out here.
Welcome to my world, just when you think something seems true for all mobs you find another that is completely different.
rock5 wrote:I tried to look for those mobs but couldn't find them.
Yeah they seemed to dissappear when the last patch went live, no idea why.

This issue obviously needs more work and there is no longer a 1 bit solution to the whole thing =(

Re: Changelog 748

Posted: Tue Feb 12, 2013 4:39 am
by rock5
I just killed a few hundred of those mobs and it didn't happen again. I think that one was just a glitch. Hopefully it wonr matter if we ignore them.

So besides those glitches all mobs have a bit at 0x1k and 0x20k. So now we are back to 0x20. If we check those 2 bits then we know it's an attackable mob. Any objection giving this a try?

Re: Changelog 748

Posted: Tue Feb 12, 2013 5:01 am
by lisa
So something like this?

Code: Select all

		if( bitAnd(attackableFlag, 0x1000) and bitAnd(attackableFlag, 0x20000) ) then
			self.Attackable = true;
		else
			self.Attackable = false;
		end
It would need lots of testing first.