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ThisMushroom avatar ThisMushroom commented on August 13, 2024 1

Tested the fix.
At the first look - fix works. But over time - same issue occure. There are simply no visible mobs.
If we assume that map in admin panel works perfect - next thing become interesting: "invisible mobs" are not moving at all. (Just newly respawned mob dot appears but they are not moving).

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sven-n avatar sven-n commented on August 13, 2024

Thanks again 👍 You're probably the first one who tried to learn and perform a skill on the OpenMU server 🥇
I wondered that it even worked somehow, btw :)

Just a wild guess:
The walking to 0,0 could be an issue in the packets (WorldView.NewNpcsInScope). There is a start and end coordinate in the meet packet, which are different when the monster walks. Maybe the walk target is not initialized yet here, or IsWalking is not correctly assigned:

```csharp
            if (supportWalk?.IsWalking ?? false)
            {
                packet[11 + monsterOffset] = supportWalk.WalkTarget.X;
                packet[12 + monsterOffset] = supportWalk.WalkTarget.Y;
            }
            else
            {
                packet[11 + monsterOffset] = npc.X;
                packet[12 + monsterOffset] = npc.Y;
            }
```

The evil spirit skill could cause some area skill hit packets for these monsters at 0,0 when they're visible (or in range) on client side. Currently there is no check on the server yet to prevent such hits.

About the walking in general: Monsters are allowed to walk outside of their spawn area. At the original game (global server) it was possible to lure monsters across the whole map.

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sven-n avatar sven-n commented on August 13, 2024

I made some fixes for area skills... they should find the monsters in range now - provided they are inside a bucket which is in range. Time to sleep now 😴

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sven-n avatar sven-n commented on August 13, 2024

I found the issue... As soon as a Monster is doing a "RandomMove", it moves towards 0,0. The reason is, that RandomMove doesn't set the WalkTarget.

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ThisMushroom avatar ThisMushroom commented on August 13, 2024

Another thing "not so far from moving" is monster respawn. Seems to be packet isssue.

If one create a small spawnarea (or point spawnarea for better example) -> as soon as you kinn those monsters you will not see new spawned monsters but on the map at the admin panel you can see them.
If you switch map (e.g. spawnarea near Devias gate) and than go back to Lorencia -> you will see those mobs.

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sven-n avatar sven-n commented on August 13, 2024

Fixed the respawn issue. However, I noticed something related again. When monsters attack, they don't seem to be in the correct coordinate or looking at the right direction.

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sven-n avatar sven-n commented on August 13, 2024

Oh, that's strange...
I can only imagine it's related to walking. Can you test if this issue occurs when they don't walk at all, by deactivating the walk timer and random move?

Anyways, thanks for the test :)

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ThisMushroom avatar ThisMushroom commented on August 13, 2024

Tested only ingame.

Deactivate Walk timer + random move = no issue.
Deactivate only Random move = issue occures as it was before, but it took much more time to get mobs spawn like "invisible mobs"

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sven-n avatar sven-n commented on August 13, 2024

I think this issue has been fixed with #47.

However, I noticed something related again. When monsters attack, they don't seem to be in the correct coordinate or looking at the right direction.

I'll create an issue, if that's still occuring.

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