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Bug Mob Health Inconsistencies/Bugs

LightningCape

Holy Shit!
Joined
Sep 4, 2012
Location
Republic City, Earth Kingdom
Recently mobs were given health bars that appear when you damage them, I noticed a few things that I don't think are right and may or may not be bugs.

Mob health bars:
-Do not factor in fall damage
-Do not factor fire damage
-Sometimes slip into negative numbers (Might be because of hero skills)
-Do not change if healed ex) Healing potions (splash)
 

TimForReal

AdminForReal
Moderator
Rules Council
Architect
Herald
Event Team
Max Legacy Supporter
Joined
Apr 3, 2012
Say whatttt, they have health meters?
 

gabizou

Sage of World Making
Architect
Legacy Supporter 7
Joined
Jan 16, 2011
Mob health bars:
-Do not factor in fall damage - I haven't added in exterior damage, it may be unwanted to display the mob health when for example being exposed to sunlight Kainzo need your input on this
-Do not factor fire damage - like above
-Sometimes slip into negative numbers (Might be because of hero skills) - This is more often because of a desyncing of how much damage is actually being done upon the mob, I need to look into this a bit more to see how damage corelates to possible armor and stuffs.
-Do not change if healed ex) Healing potions (splash) - again, this is all the same issue roughly.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Mob health bars:
-Do not factor in fall damage - I haven't added in exterior damage, it may be unwanted to display the mob health when for example being exposed to sunlight Kainzo need your input on this
-Do not factor fire damage - like above
-Sometimes slip into negative numbers (Might be because of hero skills) - This is more often because of a desyncing of how much damage is actually being done upon the mob, I need to look into this a bit more to see how damage corelates to possible armor and stuffs.
-Do not change if healed ex) Healing potions (splash) - again, this is all the same issue roughly.
Happy to see this fixed if we can do it sanely and without an real weight to the server.
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
gabizou
From what you showed me before, it all seems to be based on a few damage listeners. Are their any events in place for tracking their health directly? The current method is bound to miss a lot of stuff otherwise.
 

Jack_Reacher

Legacy Supporter 7
Joined
Feb 4, 2011
gabizou
From what you showed me before, it all seems to be based on a few damage listeners. Are their any events in place for tracking their health directly? The current method is bound to miss a lot of stuff otherwise.
Well "Scan" directly examines current health. Could you use stuff from that skill?
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
Well "Scan" directly examines current health. Could you use stuff from that skill?
Well, I've seen the code, and it actually does grab their health directly. This is kind of why I'm confused as to how it's retrieving negative numbers, so maybe something is wonky in there.

The main issue however, is when it actually retrieves their health value. It has to happen on a trigger of some sort. Currently, the triggers it is using are when the mob takes left click or skill damage. So if he is hit by either of these things, his health updates. However, fall damage, fire tick, and any heals are not actually being checked for. This is why their health only changes when you are fighting them.
 

gabizou

Sage of World Making
Architect
Legacy Supporter 7
Joined
Jan 16, 2011
Well, I've seen the code, and it actually does grab their health directly. This is kind of why I'm confused as to how it's retrieving negative numbers, so maybe something is wonky in there.

The main issue however, is when it actually retrieves their health value. It has to happen on a trigger of some sort. Currently, the triggers it is using are when the mob takes left click or skill damage. So if he is hit by either of these things, his health updates. However, fall damage, fire tick, and any heals are not actually being checked for. This is why their health only changes when you are fighting them.
The main issue is that I'm not running any sort of calculations for the mob's perceived true damage, only reducing their health by the base damage. This is why armored opponents show this issue so much. I'm working on a fix, but for the mean time it's just showing the health - base damage without consideration of the damage being reduced by resistances.
 
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