Observations: Mob Movement
Posted: Sun Sep 16, 2012 5:28 pm
I kinda screwed up my usual character on DS so I started another non-GM character. I started in San d'Oria. I was hitting very low level mobs in West Ronfaure and I noticed something; the rabbits hop. They don't go very far, just one or two hops, but they DO hop I know that I'm not really qualified to be giving design advice. I have an associates degree in Computer Science, which amounts to almost nothing in real world, but consider this:
Option 1:
Define a range that a mob can move in. It can cross the paths of other mobs, it just can't move out of it's range.
Option 2: (Which I actually prefer)
Pick a random direction
Pick a random number of movements in that direction
Execute move. If moving mob encouters and obstacle (a tree, a building, etc. etc) stop immediately.
Stop (for a predetermined amount of time.)
Now, there's probably some packet magic that makes what I've suggested impossible, otherwise you devs would have thought of it and implemented it before now. I'm thinking that you're just overthinking this solution. Like Edgar Allan Poe's famous detective Dupan always said, "The hardest place to find anything is in plain sight...".
When I first found this project in July, 2012, there were three main problems that I saw:
1. Mobs didn't move.
2. Mobs don't cast magic
3. No weather.
The weather problem has been dealt with AFAIK. The mob magic problem shouldn't be too hard to deal with. I think most of what you need is already in the DB. Some animation IDs might need to be found, but otherwise, you know what job class most mobs resemble, and you know what spells that job can cast at a particular mob's level.
Option 1:
Define a range that a mob can move in. It can cross the paths of other mobs, it just can't move out of it's range.
Option 2: (Which I actually prefer)
Pick a random direction
Pick a random number of movements in that direction
Execute move. If moving mob encouters and obstacle (a tree, a building, etc. etc) stop immediately.
Stop (for a predetermined amount of time.)
Now, there's probably some packet magic that makes what I've suggested impossible, otherwise you devs would have thought of it and implemented it before now. I'm thinking that you're just overthinking this solution. Like Edgar Allan Poe's famous detective Dupan always said, "The hardest place to find anything is in plain sight...".
When I first found this project in July, 2012, there were three main problems that I saw:
1. Mobs didn't move.
2. Mobs don't cast magic
3. No weather.
The weather problem has been dealt with AFAIK. The mob magic problem shouldn't be too hard to deal with. I think most of what you need is already in the DB. Some animation IDs might need to be found, but otherwise, you know what job class most mobs resemble, and you know what spells that job can cast at a particular mob's level.