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0001491SphereServerexecutable - genericpublic13-08-08 21:2802-06-14 20:36
Coruja 
XuN 
normalminoralways
resolvedfixed 
 
0.56c Nightly 
08-02-2008
None
None
0001491: Player killing on non-pvp regions
On non-pvp regions ppl can't attack another players, but there's some problems:
-If some player cast an npc (with spell), this summoned npc can attack another player on this area.
-Field spells (fire field, poison field, etc) works on others players too.
No tags attached.
Issue History
13-08-08 21:28CorujaNew Issue
13-08-08 21:28CorujaNightly Version => 08-02-2008
13-08-08 21:28CorujaExperimental Flags => None
13-08-08 21:28CorujaOption Flags => None
13-08-08 21:32CorujaNote Added: 0000061
14-08-08 12:56nazghulNote Added: 0000062
15-08-08 04:55CorujaNote Added: 0000064
15-08-08 04:56CorujaNote Edited: 0000064
09-05-14 19:42XuNNote Added: 0002170
27-05-14 14:00XuNStatusnew => resolved
27-05-14 14:00XuNFixed in Version => 0.56c Nightly
27-05-14 14:00XuNResolutionopen => fixed
27-05-14 14:00XuNAssigned To => XuN
28-05-14 06:29CorujaNote Added: 0002253
28-05-14 06:29CorujaStatusresolved => feedback
28-05-14 06:29CorujaResolutionfixed => reopened
28-05-14 06:40CorujaNote Edited: 0002253bug_revision_view_page.php?bugnote_id=0002253#r673
28-05-14 08:41XuNNote Added: 0002254
29-05-14 07:15CorujaNote Added: 0002256
29-05-14 07:15CorujaStatusfeedback => assigned
29-05-14 14:06XuNNote Added: 0002257
02-06-14 20:36XuNStatusassigned => resolved
02-06-14 20:36XuNResolutionreopened => fixed

Notes
(0000061)
Coruja   
13-08-08 21:32   
Additional info: These summon and cast spells should continue working on these areas, because it's non-pvp but not non-PVM. So the better way to fix this is prevent these spells affect another players (prevent fields get effect on players, and summoned creatures from atacking players) :P
(0000062)
nazghul   
14-08-08 12:56   
and what about a fire field casted by an NPC?

About the summoned creature stuff: Does this also apply to any kind of pet? AFAIK pets may not attack in a non PVP zone, and summoned chars _are_ pets (besides vortexes and blade spirits)
(0000064)
Coruja   
15-08-08 04:55   
(edited on: 15-08-08 04:56)
Field caster can be checked by LINK, just check if the caster is some player or just an NPC. Plaayers cannot harm another players, but NPC's can still harming these players.

And yes, every "controlled" pet must not attack another players. But yesterday some player reported that someone killed him on Wind (non-pvp region) using an energy vortex.
Summon spells can cast "wild" pets like vortex and blade spirits, but don't forget that these npcs has OWNER properties too, and it already set to the caster :D

(0002170)
XuN   
09-05-14 19:42   
Was this fixed already, or its still giving problems?
(0002253)
Coruja   
28-05-14 06:29   
(edited on: 28-05-14 06:40)
I tested here on latest build 1944 (may 28), summoned NPCs attacking on no-pvp regions are -almost- working

If I summon an energy vortex, this energy vortex will attack players but wont cause any damage. No problem yet, but @Attack is being fired even without the NPC hit the player, and this can cause some problems on scripts

I think this NPC 'stop attack' must be called early to prevent it fire @Attack, in other words, the NPC must stop the action on @CombatStart (doesnt try to attack at all) instead @HitTry (try to attack, then it stops) :P

(0002254)
XuN   
28-05-14 08:41   
flag_no_pvp never acted like that ... for npcs or players, you are allowed to hit but not to do any damage. So, no matter if its a vortex or you do .summon c_ogre, they will attack enemies. Should it be changed?
(0002256)
Coruja   
29-05-14 07:15   
nah I have so many combat triggers and workarounds that sometimes I get confused

I dont know the correct behavior NPCs must act on no-pvp regions, just found this @Attack problem and reported it (the trigger is fired even without the NPC attack the player).

But I think it's a good idea change it, to make NPCs don't start the attack instead attack and then cancel the action. It makes more sense and prevent some triggers to get called wrongly too (@Attack, @HitTry, etc) :P
(0002257)
XuN   
29-05-14 14:06   
Well, actually this may be a confusion with Brain_berserk as this will attack everyone in just a second even if it chose a target ... just Berserker's rage.

I don't know how does that works on OSI, is even the attack packet rejected in this area? If so i'll change it, otherwise I think we must maintain this old behaviour, which can be blocked in the @Attack trigger, otherwise who want to be able to hit (but not damage) wouldn't have a way of getting it working this way.

What does everyone else think about this?