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  #1  
Old 10-08-2006, 06:06 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
Default Haste/Slow not working on NPCs

I think I've found the issue with this, slow / haste will not apply until the NPC changes targets.

Code:
void NPC::SetTarget(Mob* mob) {
	if(mob == target)		//dont bother if they are allready our target
		return;
	
	if (mob) {
		SetAttackTimer();
	} else {
		ranged_timer.Disable();
		attack_timer.Disable();
		attack_dw_timer.Disable();
	}
	target = mob;
}
the attack timer is only set when a NPC changes targets but a player's attack timer is set to change when he/she recalculates their item bonuses which happens whenever their calcbonuses goes off, which is why haste and slows seem to affect them perfectly but have hit and miss results with mobs.

Change Mob::CalcBonuses() to
Code:
void Mob::CalcBonuses()
{	
	CalcSpellBonuses(&spellbonuses);
	
	CalcMaxHP();
	CalcMaxMana();
	SetAttackTimer();
	rooted = FindType(SE_Root);
}
This issue isn't directly related to the first but I found it while testing the first out so.. if you snare something for more than 100% it will blink to you, this isn't an issue for anyone but a bard with a decent instrument mod(which was the character I was testing with). Using a 18 mod from singing short sword and Largo's Absonant Binding I'm able to get something like a -117% move speed, which then makes them run faster than the speed of light.

in Mob::_GetMovementSpeed()
find:
Code:
	int movemod = spellbonuses.movementspeed + itembonuses.movementspeed + mod;
	if (movemod != 0)
		speed_mod += float(movemod) / 100.0f;
and change it to
Code:
	int movemod = spellbonuses.movementspeed + itembonuses.movementspeed + mod;
	if(movemod < -85) //cap it at moving very very slow
		movemod = -85;

	if (movemod != 0)
		speed_mod += float(movemod) / 100.0f;
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  #2  
Old 11-03-2006, 10:11 AM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

Was this noticed? I'm playing with 878 and none of my shaman's slows appear to work. I set up a level 50 shammy and cast the level 36(?) spell on a newbie mob - no change in attack speed.
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  #3  
Old 11-03-2006, 12:44 PM
KLS
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Posts: 1,348
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This should be fixed, though I changed how haste was calculated the other day, I'll have a look at it tonight to make sure I didn't mess anything up.
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  #4  
Old 11-03-2006, 01:21 PM
jeffpuff
Fire Beetle
 
Join Date: Jul 2006
Posts: 20
Default

I can verify slow was fixed for a while, but stopped working as of .878 I have not tested .882 yet, the 11/02 post.
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  #5  
Old 11-03-2006, 05:00 PM
KLS
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Posts: 1,348
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Doesn't work as of the latest source, looking for the cause atm. Haste works but slow doesn't.. never saw anything like this when I was first testing haste changes, obviously something was fubared in the process.
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  #6  
Old 11-03-2006, 06:40 PM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

Gremlins, they sneak up on ya.
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  #7  
Old 11-03-2006, 07:38 PM
KLS
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I found what was wrong, really it was the entire implementation, should get a fixed version in as soon as I get an OK from a dev.
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  #8  
Old 11-04-2006, 06:20 AM
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Rogean
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Location: Massachusetts
Posts: 708
Default

Should be fixed now with the source/binaries posted tonight.
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  #9  
Old 11-04-2006, 11:00 AM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

Cool. I just tried 898 and figured out that the mobs were being hasted by slows
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  #10  
Old 11-04-2006, 03:29 PM
Aramid
Discordant
 
Join Date: May 2006
Posts: 356
Default

Quote:
Originally Posted by Rhodan
Cool. I just tried 898 and figured out that the mobs were being hasted by slows
In 898 or the previous version???
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  #11  
Old 11-04-2006, 03:42 PM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
Default

In 898 - the one I downloaded this morning
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  #12  
Old 11-04-2006, 04:47 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
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Yeah the problem was 2 fold really, mostly inexperience with how haste was handled with bonuses by me, and no one really caught it when I submitted it to review. Essentially every haste was being calculated at (hasted%+100%) so a -30% slow was really a 70% haste cause of my screw up. And my code didn't totally overlooked slows when comparing it to the base value of 0(lol).
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  #13  
Old 11-04-2006, 06:48 PM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
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Yeah but the real screw up was that you found it right away. You're supposed to be so caffinated that you work feverishly to find the problem for 28 hours straight - until you collapse from exhaustion and caffine overdose - then when you wake up and sit down in front of the computer again, you see the mistake in the first line of code.

At least, thats the way its supposed to work!
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  #14  
Old 11-04-2006, 08:56 PM
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Rogean
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Location: Massachusetts
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Yea, I fixed it up so that its calculated correctly, and there were a few other things that I fixed as well like V3 Haste does not have the +100 on its effect value, and bard skills should not affect the haste %, and haste should not be applied at all if slowed.
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  #15  
Old 11-05-2006, 08:03 AM
Rhodan
Hill Giant
 
Join Date: Oct 2006
Posts: 179
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Grabbed it this morning and it appears to be working. However, and this is just a first impression, it appears that the haste wears off faster than the 3:30 listed (perhaps that's 3:30 at level 50?). Also, the first time I slow a mob it seems to go slower than a re-slow. So a gnoll that hit me about every 3 seconds went to 7 seconds with the first slow and five seconds in the subsequent re-slow. I'll have to try this a few more times to make sure its not just me and my inconsistant 1 steamboat 2 steamboat counting
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