Porink Posted May 30, 2016 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 6 Reputation: 0 Joined: 05/30/16 Last Seen: June 18, 2016 Share Posted May 30, 2016 I'm having an issue with monsters that are supposed to be cast sensing but not being aggresive after being casted on. For example, a Clock, Bigfoot, Giearth when being targeted with magic cast, they do not attack the caster. Is there a solution for this? Thank you. Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted May 31, 2016 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 897 Reputation: 248 Joined: 01/30/13 Last Seen: Monday at 09:07 AM Share Posted May 31, 2016 Did you try to use a magic skill on a freshly spawned Giearth? Still doesn't work? Another requirement is they need to be in idle state. Quote Link to comment Share on other sites More sharing options...
0 Porink Posted May 31, 2016 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 6 Reputation: 0 Joined: 05/30/16 Last Seen: June 18, 2016 Author Share Posted May 31, 2016 Yes, it's a freshly spawned Giearth. They're also in idle state. You can see it in the video below: Btw the server is in pre-renewal mode. Also, this is the monster's db code: 1121,GIEARTH,Giearth,Giearth,29,2252,0,495,301,1,154,185,10,50,25,29,46,60,64,105,10,12,0,6,22,0x2000091,200,1848,1296,432,0,0,0,0,0,0,0,997,30,1003,150,1040,5500,2286,1,2227,10,1001,100,0,0,0,0,0,0,4087,1 I don't know much about the source and I wouldn't mess much with them too. Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted June 1, 2016 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 897 Reputation: 248 Joined: 01/30/13 Last Seen: Monday at 09:07 AM Share Posted June 1, 2016 Was a bug on rAthena, I've fixed it now. https://github.com/rathena/rathena/commit/63e8fa0721ea8acf7a533517641a2f693e2e3a65 1 Quote Link to comment Share on other sites More sharing options...
0 Porink Posted June 2, 2016 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 6 Reputation: 0 Joined: 05/30/16 Last Seen: June 18, 2016 Author Share Posted June 2, 2016 Thank you for the fix. Quote Link to comment Share on other sites More sharing options...
0 Porink Posted June 5, 2016 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 6 Reputation: 0 Joined: 05/30/16 Last Seen: June 18, 2016 Author Share Posted June 5, 2016 It appears the fix causes another bug. Now every magic, even the ones that do not have cast time (i.e. Lex Aeterna) will trigger the cast sensor flag. Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted June 7, 2016 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 897 Reputation: 248 Joined: 01/30/13 Last Seen: Monday at 09:07 AM Share Posted June 7, 2016 That's official behavior. Quote Link to comment Share on other sites More sharing options...
0 Porink Posted June 8, 2016 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 6 Reputation: 0 Joined: 05/30/16 Last Seen: June 18, 2016 Author Share Posted June 8, 2016 (edited) Thank you for your clarification, I didn't know this behaviour up until i've seen your post in github.. It appears classic system (iro classic) still has the "old" cast sensor system.. I tested this on renewal and it appears just as you clarified it to be.. I'm sorry for my lack of knowledge.. Edited June 8, 2016 by Porink Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted June 8, 2016 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 897 Reputation: 248 Joined: 01/30/13 Last Seen: Monday at 09:07 AM Share Posted June 8, 2016 Oh it works differently in pre-renewal? If I could get some proof on that, I could do it so that old behavior is used when compiling pre-re. Quote Link to comment Share on other sites More sharing options...
0 Porink Posted June 8, 2016 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 6 Reputation: 0 Joined: 05/30/16 Last Seen: June 18, 2016 Author Share Posted June 8, 2016 Here's the video showing how it works in iRO Classic server. Quote Link to comment Share on other sites More sharing options...
Question
Porink
I'm having an issue with monsters that are supposed to be cast sensing but not being aggresive after being casted on. For example, a Clock, Bigfoot, Giearth when being targeted with magic cast, they do not attack the caster.
Is there a solution for this?
Thank you.
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