Completed Mounting pets in combat

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Eos
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Mounting pets in combat

Post by Eos »

Continuation of:
Eos wrote: March 28th, 2020, 7:07 pm While the cu sidhe is actively pursuing the attacker (and the attacker remains visible and within range of the cu sidhe), attempts to mount it will fail, giving the system message "You can't get on a mount that's fighting". This occurs even if the cu sidhe gets stuck trying to pathfind to the attacker and hasn't even landed a hit. This only occurs if the owner has removed their taming/lore skills.
The control chance check has been added as of April 3, but it appears there are some differences regarding what constitutes as combat.

On Demise currently, the control chance check is only performed when the pet is pursuing a target (either because it was ordered to attack or out of self-defense).

On OSI:

A pet being attacked by a melee weapon or wrestling will also count as being "in combat", even if the pet is not attacking back (due to it being ordered to stay or follow), and even if the attack misses. It counts as combat for a varying amount of time, usually about the same as the swing speed of the attacker (but sometimes longer).

Being attacked by spells does not count as being in combat. It seems it must be a melee weapon or wrestling swing.

Simply targeting a pet in warmode at a distance (no actual attack swings occur) also does not count as being in combat.

If the owner of the pet casts invisibility on the attacker (resets combat?), the pet can be mounted again immediately.
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Bama
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Re: Mounting pets in combat

Post by Bama »

Eos wrote: April 4th, 2020, 3:13 pm

On OSI:

A pet being attacked by a melee weapon or wrestling will also count as being "in combat", even if the pet is not attacking back (due to it being ordered to stay or follow), and even if the attack misses. It counts as combat for a varying amount of time, usually about the same as the swing speed of the attacker (but sometimes longer).

Being attacked by spells does not count as being in combat. It seems it must be a melee weapon or wrestling swing.

Simply targeting a pet in warmode at a distance (no actual attack swings occur) also does not count as being in combat.

I want to politely disagree and ask for you to revisit this behavior


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https://www.uogdemise.com/community/vie ... 09#p134709
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Bama
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Re: Mounting pets in combat

Post by Bama »

Eos wrote: April 4th, 2020, 3:13 pm
Simply targeting a pet in warmode at a distance (no actual attack swings occur) also does not count as being in combat.


Please look at this one more time

I double clicked from a distance
It came to me and it was attacking me
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Eos
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Re: Mounting pets in combat

Post by Eos »

In my tests I had another character do the fireball. The pet was ordered to stay, so it didn't fight back. In this case, a fireball from a distance will still let you mount instantly. In your tests, because you are so close and your fireball flagging starts combat, you begin punching, which does count as combat.

The same goes for the double click in warmode. If the pet is ordered to stay, it won't attack back and can still be mounted. You can try this by keeping 1 free tile between you and your pet to prevent wrestling. Trying to mount your pet after attempted combat will say "You are too far away to ride", whereas if you walk up and actually do swing your fists, walk back to keeping 1 free tile between you, it will say "You can't get on a mount that's fighting".

By looking at the difference in messages from a 1 tile distance you can also repeat the fireball test and see that it does not count as combat.

(I don't know why OSI made this distinction though.)
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Re: Mounting pets in combat

Post by Eos »

OSI tests:

Fireball doesn't give the combat message:

Image

Punching (even though it missed) does give the combat message:

Image


(I do appreciate the testing and input. Their behavior is rather confusing.)
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Bama
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Re: Mounting pets in combat

Post by Bama »

Eos wrote: April 4th, 2020, 7:21 pm In your tests, because you are so close and your fireball flagging starts combat, you begin punching, which does count as combat.

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Bama
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Re: Mounting pets in combat

Post by Bama »

Your tests are correct

Now
We tell our pets to stay
Remove skills
Mount the pet
Get dismounted
When we run or teleport away
The pet stays
So now it won't follow
We can't tell it to follow (no skills)
We can't stand and wait out the dismount timer
It won't engage in combat so we can mount it when we are close enough to it and if we are alive
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Eos
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Re: Mounting pets in combat

Post by Eos »

Bama wrote: April 4th, 2020, 8:29 pm Your tests are correct

Now
We tell our pets to stay
Remove skills
Mount the pet
Get dismounted
When we run or teleport away
The pet stays
So now it won't follow
We can't tell it to follow (no skills)
We can't stand and wait out the dismount timer
It won't engage in combat so we can mount it when we are close enough to it and if we are alive
It will also work the same way if you order the pet to follow, but testing it on one character is a lot harder. You'd have to get an obstacle between you and the pet so you don't start swinging at it.

That is, if a pet is on follow, and someone fireballs it from >1 tiles away, it will not attack back and will not count as combat, you can remount it instantly. However, if someone shoots an arrow at it, it does count as combat, and you cannot mount it (for about 5-10 seconds, not sure why but this varies a lot).
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feupa
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Re: Mounting pets in combat

Post by feupa »

EOS, we were testing this update.

The only way it works it's when Owner DIE, when that happen the pet lose control in this moment someone hit the pet then you will ress and hit the pet for follow, in this time it's possible see the msg saying you CAN'T mont the pet.

BUT we already tested, if you use Hiding, Invisible or Invisible Potion after hit the pet the flags go out the pet's follow you and you can mont again.

So, why you just don't set mont if you have needed skill for the pet? It's much easier instead of create variables that players can broke.
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Eos
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Re: Mounting pets in combat

Post by Eos »

feupa wrote: April 5th, 2020, 4:33 pm BUT we already tested, if you use Hiding, Invisible or Invisible Potion after hit the pet the flags go out the pet's follow you and you can mont again.
This is what happens on OSI as well, also see this thread.
feupa wrote: April 5th, 2020, 4:33 pm So, why you just don't set mont if you have needed skill for the pet? It's much easier instead of create variables that players can broke.
We were considering this (and may still opt to do this), but it would be preferable to see how far we can get with OSI mechanics. Making pets unable to be mounted in melee combat as it does on OSI should discourage the use of high-end pets further. If you really want to, though, you can definitely still use high-end pets without taming, but then you can do that on OSI too.
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Re: Mounting pets in combat

Post by Eos »

Some more testing was performed with regards to the delay:

It appears pets reset their "in combat" flag every 14 seconds. Whether it's a cu sidhe, a horse or a rabbit, the interval is a fixed 14 seconds, whether the control master has any taming skills or not. If, during this time, the pet is melee attacked, it cannot be mounted until the "in combat" flag is reset by the next timer tick (or the tamer passes a control chance check).

Some pets play a sound when this "in combat" flag is cleared. For example, a cu sidhe plays sound 0x578 (cusidhe_sfxnotice.wav), which can be used to observe the 14 second interval. When the cu sidhe plays this sound you also know that you can mount your pet again, provided it's no longer being attacked.

So, for a melee attack given at a random point in time, it will take 0-14 seconds (on average 7s) until the pet can be mounted again without passing a control chance check.

As said before, if the attacker hides, mounting can be done immediately. The 0x578 sound also does not occur for cu sidhes in this case. Neither for being attacked by spells.
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Eos
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Re: Mounting pets in combat

Post by Eos »

As of tonight, Demise will be using an approximation of the above OSI behavior.

Things to note:
  • Instead of combat counting for 0-14 seconds randomly, we have opted for a fixed combat duration of 7 seconds. This prevents us from having to create additional timers for all mounts, and still results in the same delay on average.
  • All combat counts, not just melee. Missed attacks do not count. This is in line with existing combat checks used in other systems.
  • Combat only counts if the attacker is still on the same facet, alive and unhidden. If your pet is attacked, and the attacker hides, dies, or recalls to a different facet, the pet can be mounted immediately regardless of skill.
This thread is now marked as completed, as the remaining differences with OSI are intentional. Further issues (not discussed in this thread) can be reported as a new bug.
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