floki21uu

Results 7 issues of floki21uu

### Before creating an issue, please ensure: - [x ] This is a bug in the software that resides in this repository, and not a support matter (use https://otland.net/forums/support.16/ for...

bug

![wrong interations of monsters with pathfinding](https://github.com/otland/forgottenserver/assets/96269029/857ecbd6-1a04-4a82-9dff-66d1187d89cb) GIF: As a result, you can kill almost every monster. Hard to explain - pathfinding should have + 1 more sqaure for monsters visibility?

This has to do with "randomStepping = true;" in `bool Monster::getNextStep(Direction& direction, uint32_t& flags)` in monster.cpp. Note: This should affect only monster's summon, so when isSummon() && getMaster->getPlayer() returns. ![wwwww](https://user-images.githubusercontent.com/96269029/226454897-b8dfc515-e32a-4b10-9516-843824e07c67.gif)...

The Demon in the right bottom corner should be looking to the east. I have seen many videos from nowadays annihilators done by single players. Can't find them yet. ![image](https://user-images.githubusercontent.com/96269029/222869693-63215540-8886-4940-8ff8-01c15587f201.png)

priority: low

summons of fleeing monsters should keep attacking the player. example: when warlock runs on low hp the stone golem should not follow him but keep the target default

fleeing monsters should not run further than their spawn range. they should turn back. when they are fleeing out of spawn range they should flee as far as possible

GIF and some info is here: https://github.com/Ezzz-dev/OTHire/commit/8186fd100e8c9e01a07b68f453c7b086584aee9a#commitcomment-93205473

bug