Playtester

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In theory you could make the official walkpath only work for monsters and not for players by adding the corresponding checks, but I know from some servers that it can...

Nobody knows how to fix it and it's not even an official feature, so don't expect anyone to work on this. If someone manages to solve it, he's free to...

It's actually 5 steps and it's a define in skill.c. ``` /// Walk intervals at which chase-skills are attempted to be triggered. /// If you change this, make sure it's...

After detailed test: 1. Monsters check for IDLE, WALK and CHASE skills 1000ms after the last skill check. 2. ~When a monster uses any skill, it won't use an IDLE...

Some update. The above is not fully correct. Did some more in-depth tests: So on almost all states: Move, Moveitem, Walk, Chase, Follow -> Skill is checked every 1000ms. On...

One more update to this: If there's a trigger condition for a skill, this skill will be used at the next 1000ms interval instead of immediately. So on official servers...

Could confirm again that skills are checked every 1000ms. Even on Idle we have a small delay in rAthena. After a skill was used we don't process the monster's AI...

Measured how often Novus used NPC_COMBOATTACK 10 times: 1. 2 minutes 40 seconds 2. 2 minutes 30 seconds 3. 1 minutes 50 seconds

Still want to check: - Does a monster randomly walk if its aDelay / aMotion is below 1 second? - Does a monster only use attack skills when they are...

Investigating Zombie again: - When you escape after an attack of a Zombie in "Angry" state, it will use a follow-up angry skill (~10 in 50 times) - When you...