Trap Mobs

This forum contains bugs which the test team have been unable to reproduce.
Post Reply
User avatar
Frachiir
Sword Bumbler
Sword Bumbler
Posts: 14
Joined: Sun Dec 21, 2008 10:47 am

Trap Mobs

Post by Frachiir » Sun Feb 22, 2009 7:49 am

I came across a rather interesting situation which, to the best of my knowledge, is some sort of bug.

When performing a SEARCH, I located a trap.
You begin your search...
Your search reveals an average negative energy trap!
What's interesting is that, when I looked in that direction, I could actually see the trap.
You see Marble corridor.
You see an average negative energy trap.
I've never actually gotten to play a rogue, and I have very little experience with traps, so I don't know if this is anything out of the ordinary so far. However, when I shot a Flamestrike spell towards the trap in hopes of breaking it, it apparently came after me.
Someone lunges at you from out of nowhere!
You attack someone as he gets within your weapon's reach.
Your pierce nearly bisects someone's chest.
Someone's heart is torn from his chest.
Someone is DEAD!
You hear someone's death cry.
A quick look around the room revealed what attacked me.
The torn-out heart of an invisible feebovguild mob is lying here. (superb)
The corpse of an invisible feebovguild mob is here. (superb)
A pool of spilled blood lies here. (superb)
I assume this has something to do with the trap that I saw, though, when I ventured forward, I still got hit.
You spring an average negative energy trap.
An average negative energy trap's hit viciously pummels your abdomen.
I'm not sure just how much of this is buggy, but I know, judging by the name, that that corpse shouldn't be there, right?
“We should be too big to take offense and too noble to give it.” -Abraham Lincoln
User avatar
Duranamir
Sword Grand Master
Sword Grand Master
Posts: 740
Joined: Thu Nov 27, 2003 11:58 am
Location: Skull port

Re: Trap Mobs

Post by Duranamir » Wed Feb 25, 2009 3:47 pm

The invisible Mob is not to do with the trap, it was rather unfortunatley just standing there when a column of fire fell on its head !.... It should probably have been set as config Nofight as well as invis but that is an issue for the builders !.

This is really an area bug rather than a hardcode one.

Duranamir
User avatar
Raona
Staff
Staff
Posts: 4944
Joined: Fri Aug 19, 2005 3:40 pm
Location: Waterdeep - Halls of Justice
Contact:

Re: Trap Mobs

Post by Raona » Thu Feb 26, 2009 11:40 am

Hi Frachiir, and thanks for reporting this. To put Duranamir's reply more concretely, this is a type of bug we call an "Area Code bug," in that:
1. It can be fixed by changing the file that describes the area, rather than the code that runs the game
2. Explaining it fully may give away some information that should only be learned of IC

Hence, we ask that rather than elaborating here, you send an email to
fkbuilders@lists.skynet.ie
in which you copy your post above and also explain more fully where you were. (It may be that the invisible mob you found has a unique name, but in general the builders have to find the spot where you were in order to address the bug, and so the more you can help them with that, the better.)

Since Duranamir has suggested the fix, please include that as well:
Duranamir suggested the mob be set to config Nofight as well as invis

Thanks, again, for taking the time to report a bug!
User avatar
Frachiir
Sword Bumbler
Sword Bumbler
Posts: 14
Joined: Sun Dec 21, 2008 10:47 am

Re: Trap Mobs

Post by Frachiir » Fri Feb 27, 2009 1:09 am

I shall do exactly that then. Thank you kindly. :D
“We should be too big to take offense and too noble to give it.” -Abraham Lincoln
Dalvyn
Sword Grand Master
Sword Grand Master
Posts: 4708
Joined: Tue Jul 15, 2003 9:26 pm
Location: House of Wonder, Waterdeep

Re: Trap Mobs

Post by Dalvyn » Mon Mar 02, 2009 10:52 pm

Nope ... it's actually something that might happen in any area with traps, so it's a hard code bug. :)

This invisible mob (we call it the supermob) should never become visible to mortals; therein lies the bug!
Image
User avatar
Raona
Staff
Staff
Posts: 4944
Joined: Fri Aug 19, 2005 3:40 pm
Location: Waterdeep - Halls of Justice
Contact:

Re: Trap Mobs

Post by Raona » Tue Mar 03, 2009 2:34 pm

Aha! So, fellow viewers...with a hard-code bug, a code testing team member will try to reproduce it on the test port, confirm it, and then submit a bug report for Mask to work on. Sorry for the multiple answers, Frachiir. The code team will take it from here!
Tavik
Sword Grand Master
Sword Grand Master
Posts: 679
Joined: Fri Aug 15, 2003 6:10 pm
Location: Waterdeep

Re: Trap Mobs

Post by Tavik » Mon Feb 22, 2010 5:25 pm

This appears to be resolved already. I could not provoke the mob in question to attack anymore. Moving to unconfirmed. Please let us know if you happen across this again.
Tragedy is when I cut my finger. Comedy is when you walk into an open sewer and die. ~Mel Brooks
User avatar
Raona
Staff
Staff
Posts: 4944
Joined: Fri Aug 19, 2005 3:40 pm
Location: Waterdeep - Halls of Justice
Contact:

Re: Trap Mobs

Post by Raona » Thu Feb 25, 2010 3:36 am

Resolved bug 840 should have solved the AoE spell setting the invis mobs to hostile problem, which I think caused both of these instances.
Post Reply