L2JMobius

Classic Interlude Mob attack fix

pipipopo · 18 · 8946

Online Mobius

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As said before need to see / debug where it stops, or if even it is stopped.
Try this for start.
Code: [Select]
Index: java/org/l2jmobius/gameserver/ai/AttackableAI.java
===================================================================
--- java/org/l2jmobius/gameserver/ai/AttackableAI.java (revision 7053)
+++ java/org/l2jmobius/gameserver/ai/AttackableAI.java (working copy)
@@ -292,10 +292,12 @@
  final WorldObject target = _skill.getTarget(_actor, getTarget(), _forceUse, _dontMove, false);
  if (checkTargetLost(target))
  {
+ LOGGER.warning(_actor + " stopped by checkTargetLost");
  return;
  }
  if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
  {
+ LOGGER.warning(_actor + " stopped by maybeMoveToPawn");
  return;
  }
  setIntention(AI_INTENTION_ACTIVE);


Online G-hamsteR

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A little late for a reply, but I came across the same problem on Interlude C6.

In my case, it only happens after I reload at few things or if I do a //respawnall. A server restart fixes the problem. I don't think it should be considered a bug (at least in my case).


Online Mobius

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This is fixed on private version.
-Locked until shared -