L2JMobius
Free Users => Solved/Invalid Bug Reports => Topic started by: akado on October 09, 2019, 08:30:55 PM
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Some monsters don't attack when you hit them
Stand and do nothing
(Fufarion August rev)
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this bug is fixed in the private version (how to get the private version, ask Mobius)
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I know in private this bug fixed.
But how i can fix that? Help plz, bug so critical :(
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I was fixed and apparntly broken again.
I try to find a better solution.
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I was fixed and apparntly broken again.
I try to find a better solution.
But Grand Crusade not have this bug.
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I was fixed and apparntly broken again.
I try to find a better solution.
Only Fufarion ver have this bug? Or Grand Crusade, Helios too?
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I do not know.
Most people use Fafurion.
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Try this.
Index: java/org/l2jmobius/gameserver/model/actor/Attackable.java
===================================================================
--- java/org/l2jmobius/gameserver/model/actor/Attackable.java (revision 6015)
+++ java/org/l2jmobius/gameserver/model/actor/Attackable.java (working copy)
@@ -1452,6 +1452,9 @@
}
}
+ // Clear aggro list.
+ clearAggroList();
+
// Reset the rest of NPC related states
super.onRespawn();
}
Index: java/org/l2jmobius/gameserver/model/actor/Npc.java
===================================================================
--- java/org/l2jmobius/gameserver/model/actor/Npc.java (revision 5990)
+++ java/org/l2jmobius/gameserver/model/actor/Npc.java (working copy)
@@ -23,6 +23,7 @@
import org.l2jmobius.commons.concurrent.ThreadPool;
import org.l2jmobius.commons.util.Rnd;
import org.l2jmobius.gameserver.ItemsAutoDestroy;
+import org.l2jmobius.gameserver.ai.CtrlIntention;
import org.l2jmobius.gameserver.cache.HtmCache;
import org.l2jmobius.gameserver.data.xml.impl.ClanHallData;
import org.l2jmobius.gameserver.datatables.ItemTable;
@@ -29,11 +30,11 @@
import org.l2jmobius.gameserver.enums.AISkillScope;
import org.l2jmobius.gameserver.enums.AIType;
import org.l2jmobius.gameserver.enums.ChatType;
-import org.l2jmobius.gameserver.enums.RaidBossStatus;
import org.l2jmobius.gameserver.enums.InstanceType;
import org.l2jmobius.gameserver.enums.MpRewardAffectType;
import org.l2jmobius.gameserver.enums.PrivateStoreType;
import org.l2jmobius.gameserver.enums.Race;
+import org.l2jmobius.gameserver.enums.RaidBossStatus;
import org.l2jmobius.gameserver.enums.ShotType;
import org.l2jmobius.gameserver.enums.TaxType;
import org.l2jmobius.gameserver.enums.Team;
@@ -1084,6 +1085,12 @@
// Reset targetable state
setTargetable(getTemplate().isTargetable());
+ // Set to walking
+ setWalking();
+
+ // Set intention to active.
+ getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
+
// Reset summoner
setSummoner(null);
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Try this.
Index: java/org/l2jmobius/gameserver/model/actor/Attackable.java
===================================================================
--- java/org/l2jmobius/gameserver/model/actor/Attackable.java (revision 6015)
+++ java/org/l2jmobius/gameserver/model/actor/Attackable.java (working copy)
@@ -1452,6 +1452,9 @@
}
}
+ // Clear aggro list.
+ clearAggroList();
+
// Reset the rest of NPC related states
super.onRespawn();
}
Index: java/org/l2jmobius/gameserver/model/actor/Npc.java
===================================================================
--- java/org/l2jmobius/gameserver/model/actor/Npc.java (revision 5990)
+++ java/org/l2jmobius/gameserver/model/actor/Npc.java (working copy)
@@ -23,6 +23,7 @@
import org.l2jmobius.commons.concurrent.ThreadPool;
import org.l2jmobius.commons.util.Rnd;
import org.l2jmobius.gameserver.ItemsAutoDestroy;
+import org.l2jmobius.gameserver.ai.CtrlIntention;
import org.l2jmobius.gameserver.cache.HtmCache;
import org.l2jmobius.gameserver.data.xml.impl.ClanHallData;
import org.l2jmobius.gameserver.datatables.ItemTable;
@@ -29,11 +30,11 @@
import org.l2jmobius.gameserver.enums.AISkillScope;
import org.l2jmobius.gameserver.enums.AIType;
import org.l2jmobius.gameserver.enums.ChatType;
-import org.l2jmobius.gameserver.enums.RaidBossStatus;
import org.l2jmobius.gameserver.enums.InstanceType;
import org.l2jmobius.gameserver.enums.MpRewardAffectType;
import org.l2jmobius.gameserver.enums.PrivateStoreType;
import org.l2jmobius.gameserver.enums.Race;
+import org.l2jmobius.gameserver.enums.RaidBossStatus;
import org.l2jmobius.gameserver.enums.ShotType;
import org.l2jmobius.gameserver.enums.TaxType;
import org.l2jmobius.gameserver.enums.Team;
@@ -1084,6 +1085,12 @@
// Reset targetable state
setTargetable(getTemplate().isTargetable());
+ // Set to walking
+ setWalking();
+
+ // Set intention to active.
+ getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
+
// Reset summoner
setSummoner(null);
unfortunately did not help. and mine even more often the aggression of monsters began to hang. And I also noticed that your patch registered on the Npc.java file is different from the file that is in the free access assembly. the first difference is that this line is not in our file, (+import org.l2jmobius.gameserver.enums.RaidBossStatus;) I think that therefore your patch may not work.
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Try this Attackable only patch.
Index: java/org/l2jmobius/gameserver/model/actor/Attackable.java
===================================================================
--- java/org/l2jmobius/gameserver/model/actor/Attackable.java (revision 6015)
+++ java/org/l2jmobius/gameserver/model/actor/Attackable.java (working copy)
@@ -1452,6 +1452,10 @@
}
}
+ // Clear aggro list.
+ clearAggroList();
+ getAttackByList().clear();
+
// Reset the rest of NPC related states
super.onRespawn();
}
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Try this Attackable only patch.
Index: java/org/l2jmobius/gameserver/model/actor/Attackable.java
===================================================================
--- java/org/l2jmobius/gameserver/model/actor/Attackable.java (revision 6015)
+++ java/org/l2jmobius/gameserver/model/actor/Attackable.java (working copy)
@@ -1452,6 +1452,10 @@
}
}
+ // Clear aggro list.
+ clearAggroList();
+ getAttackByList().clear();
+
// Reset the rest of NPC related states
super.onRespawn();
}
1. Monster aggression generally stopped working.
2. when attacking with a mass skill, only one monster is aggregated, the rest just stand in the attack stance. after the second attack, the remaining monsters also begin to attack.
3. If there is an obstacle in front of the monster, he does not go around him and just stands there and waits for him to be killed.
Here is what I discovered. Bottom line: the patch partially helped with the attack of monsters, but at the same time completely disabled aggressive monsters.
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In Grand Crusade attack monster ok
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The code above only triggers on monster respawn.
It cannot break monster aggression. It is not a repeating operation.
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The code above only triggers on monster respawn.
It cannot break monster aggression. It is not a repeating operation.
So after rebirth, aggression does not work for aggressive monsters.
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The estimation here is that some skill causes NPC to agrro someone
and after NPC is respawned the aggro is not reset.
What I did above resets the aggro by clearing any values in aggro lists.
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The estimation here is that some skill causes NPC to agrro someone
and after NPC is respawned the aggro is not reset.
What I did above resets the aggro by clearing any values in aggro lists.
then the aggression of monsters does not work for another reason. And what is described above, and the truth is corrected. After the appearance of the monster does not aggro again.
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We work on a solution on the private section.
;D
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We work on a solution on the private section.
;D
understood, we unfortunately will not see a solution to this problem :'(
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:( :( :( :'( :'( :'(
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We work on a solution on the private section.
;D
understood, we unfortunately will not see a solution to this problem :'(
Hm.. With this fix all work OK. After death agr monster attack.
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Need clan fix! ;D ::)
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This is fixed in the private version.