Oh yay! Time for another rant!
Kore has this thing where it will follow (and try to attack) new types of actors. This has been happening for years— usually in the time between features being added to the game and Kore developers finally getting around to adding handlers for them. This behavior was first observed in homunculi, then mercenaries, and most recently 3rd class babies.
Someone once explained to me: all these actors are unknown to Kore, which for whatever reason defaults to thinking they're monsters. Is this correct? If so... why?
Why does Kore treat unknown actors as monsters?
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itsrachelfish
- Developers

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- Joined: 27 Feb 2012, 12:50
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Why does Kore treat unknown actors as monsters?
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kLabMouse
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Re: Why does Kore treat unknown actors as monsters?
Well. there is a few tables. That tell us, who are Players, and all others are treated like NPC/Mob.itsrachelfish wrote:Oh yay! Time for another rant!
Kore has this thing where it will follow (and try to attack) new types of actors. This has been happening for years— usually in the time between features being added to the game and Kore developers finally getting around to adding handlers for them. This behavior was first observed in homunculi, then mercenaries, and most recently 3rd class babies.
Someone once explained to me: all these actors are unknown to Kore, which for whatever reason defaults to thinking they're monsters. Is this correct? If so... why?
That's why Kore tries to attack unknown Chars.
Also. You are in Developers group. and Should not ask such stupid questions. and Better find a solution by yourself.
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itsrachelfish
- Developers

- Posts: 50
- Joined: 27 Feb 2012, 12:50
- Noob?: No
Re: Why does Kore treat unknown actors as monsters?
Hahaha wow kLab. You're being mean.
These threads are a place to discuss changes I'd like to impliment, most of which are frustrating things which should have been fixed years ago. It's a way for me to reach out to anyone in the community who has more experience with these problems already, and to keep walls of text off IRC where they'll just disappear in a few hours.
Here's a conversation I had with harvest about this thread, because he's nice and helpful. :3
These threads are a place to discuss changes I'd like to impliment, most of which are frustrating things which should have been fixed years ago. It's a way for me to reach out to anyone in the community who has more experience with these problems already, and to keep walls of text off IRC where they'll just disappear in a few hours.
Here's a conversation I had with harvest about this thread, because he's nice and helpful. :3
< harvesttime> I have no idea why it's "monster by default", but with current ro protocols, that isn't a problem, there is a explicit actor type from the server
< harvesttime> but nobody who has problem around it cares to implement it correctly, just complains =]
< harvesttime> http://forums.openkore.com/viewtopic.php?p=59434#p59434 ""actor_display" packet handler needs to always use $args->{object_type} when its defined and only guess actor type when $args->{object_type} is undefined. Currently it's only used to detect NPCs with monster sprites."
< harvesttime> and nobody cares.
< harvesttime> probably, it would be future-proof in the case you described (if set up to treat unknown types NOT as monsters)
< itsrachelfish> It's probably an if / elsif / else
< itsrachelfish> with monsters being else
< itsrachelfish> Where I guess there should be an "unknown" type instead?
< itsrachelfish> Because even though they appear as unknown actors-- they show up in ml
< harvesttime> itsrachelfish, current logic in actor_display: known player job?player/homun/merc; 45?portal; >=1000?monster; else NPC
< harvesttime> so there's not even "default monster", but just some arbitrary detection
< itsrachelfish> Ah
< itsrachelfish> Hmm
< harvesttime> logic should be now (previously real type was unavailable!): real type exists? use it! else use old detection
< harvesttime> real type is in $args->{object_type}
Tired of waiting for answers on the forums?
Want to talk to OpenKore experts?
Hang out on the #OpenKore IRC!
Want to talk to OpenKore experts?
Hang out on the #OpenKore IRC!

