Why can't my dragon/wyrms teleport?
Posted: Thu Sep 10, 2009 3:19 am
Don't know if this was sooner or later but all come would make pets teleport.
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I agree that in the early days of UO there were some oddities. I recall when liches spawned in Shame ("shame 2 air elemental" area specifically), a lich paralyzed my entire group of friends in a matter of just a few seconds. We honestly thought there was a spell called mass paralyze because of that, when in reality, monsters were able to cast spells extremely fast and/or ignore spell delay.SighelmofWyrmgard wrote:I can't speak towards the behaviour of pets, but I do have a memory of spell-casting mobs rarely casting teleport in order to engage.
A lot of my memories are pre-t2A: I can't imagine that OSI would have changed this behaviour during t2A, but I can't declare that, 'mobs don't teleport' as of the shards EA-benchmark date.
There is, certainly, a very distinct memory: a dungeon lich which I thought, "Okay, he can't get me (yet)", and then I received a surprise which forced me to switch tactics ...
I do appreciate that anecdotes are not evidence. If evidence can be supplied that will confirm that mobs should (rarely: I'm not kidding; IIRC, it seemed to be random) use teleport, I think that would enhance PvM gameplay.
SS
This kind of situation recalled from memory is a good example of why evidence is needed to make any changes. So far as we know, teleport was never a spell that was available to mobs to be cast on OSI servers during T2A or likely most mobs during UOR. What we do know about spellcasters on the demo shows that the spell was not available then, nor have there been any patches to indicate that the spell was ever made available to them during the era (it is hinted that certain mobs such as white wyrms were given idle behaviors that might cause them to cast certain spells during early UOR which is where the polymorph bugs originated from).GuardianKnight wrote:There was a point on old UO, where I could say all come and they would actually teleport. People trained wyrms in magery for the ACTUAL teleport spell.
If you notice, the last line describes a movement type that has been associated with the dragon. At least 3 known types exist within the demo - nonmoving, flying, and amphibious - which related to the movement types that you would expect for each. In the case of the flying movement type, animals that had this movement type would always utilize a flapping animation to move, if they had one, and they would move more quickly than mobs that simply walked. Unfortunately, there is a problem with this type of movement specifically related to what I would generally term as "collision detection" with walls and other such things. Better said using a picture, here's a good example of the problem shown by a dragon spawned on the demo:# dragon Difficulty 8
<type NORMAL DRAGONS>
<frequency 15>
<region { DRAGON 0 NORMALDRAGON 0 DARKESTFOREST 0 } >
<regionlimit { DRAGON 1 NORMALDRAGON 1 DARKESTFOREST 1 } >
<sex OTHER>
<name 545>
<corpsename dragon>
<alignment NEUTRAL>
<notoriety -125>
<objvar int spellCastersLevel 7>
<script dragonai>
<script monster>
<objvar int petCanTame 99>
<objvar int petAckSfx monster_dragon1>
<objvar int petRefuseSfx monster_dragon4>
<sfxnotice monster_dragon1>
<sfxidle monster_dragon2>
<sfxhit monster_dragon3>
<sfxwashit monster_dragon4>
<sfxdie monster_dragon5>
<strength 1d30+295>
<intelligence 1d40+135>
<dexterity 1d20+85>
<hp 1d400+700>
<mana 1d100+250>
<stamina 1d10+85>
<movetype MT_FLYING>
I'll speak with Anarcho about what we currently have for this particular mechanic. There is code in the demo that supports automatically teleporting mobs that you control that are within 3 tiles of the person (but not mounted by anyone else) as they step through the gate.GuardianKnight wrote:Another aspect of pets was that I could say all follow me if they were in a house, lure them to the side of a house, gate somewhere, and the pet would come into the gate as well. This actually worked on UOSA for a while, but was removed.