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Fixed Issue with players and Hiding.

Discussion in 'Archived Bug Reports' started by Tasanar, Apr 16, 2018.

  1. Tasanar
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    All players are being passively revealed. Make a character, player, give him hiding, go to a spawned Luna bank and hide. After a few seconds it will say "you have been revealed".
     
  2. Dexter_Lexia
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    Are there pets present?
     
  3. Tasanar
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    Nothing tamed, no.
     
  4. Tasanar
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    Unless something is broken and the range at which pets can reveal is over 200 paces.
     
  5. Tasanar
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    I can not reproduce it on TC yet but on Heritage, in Luna and Britain, for some reason all players get auto revealed by something. I can not seem to figure out what. Even if I set myself to a player it happens.
     
  6. argalep
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    argalep Active Member

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    Could it be because of the detecting hidden skill found in pets?
     
  7. Tasanar
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    It could be, in certain spots I am not revealed however in almost all spots I am. There are no pets around though...which is weird.
     
  8. PyrO
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    PyrO Active Member

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    Maybe the npcs / vendors detect you?
     
  9. Tasanar
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    Possibly however it does not happen on a fresh ServUO svn.

    Something strange I did notice was pet parrots in Luna all passively gained detect hidden and now all have 100 but I tested standing next to one and could not force it to detect me.
     
  10. Tasanar
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    BaseCreature.cs
    Code (C#):
    1.  #region Detect Hidden
    2.         private long _NextDetect;
    3.  
    4.         public virtual bool CanDetectHidden { get { return Skills[SkillName.DetectHidden].Value > 0; } }
    5.  
    6.         public virtual int FindPlayerDelayBase { get { return (15000 / Int); } }
    7.         public virtual int FindPlayerDelayMax { get { return 60; } }
    8.         public virtual int FindPlayerDelayMin { get { return 5; } }
    9.         public virtual int FindPlayerDelayHigh { get { return 10; } }
    10.         public virtual int FindPlayerDelayLow { get { return 9; } }
    11.  
    12.         // This does NOT actually use the skill. Just uses the skill values for a distinct ability.
    13.         public virtual void TryFindPlayer()
    14.         {
    15.             if (Deleted || Map == null)
    16.             {
    17.                 return;
    18.             }
    19.  
    20.             double srcSkill = Skills[SkillName.DetectHidden].Value;
    21.  
    22.             if (srcSkill <= 0)
    23.             {
    24.                 return;
    25.             }
    26.  
    27.             DetectHidden.OnUse(this);
    28.  
    29.             if (Target is DetectHidden.InternalTarget)
    30.             {
    31.                 Target.Invoke(this, this);
    32.                 DebugSay("Checking for hidden players");
    33.             }
    34.             else
    35.             {
    36.                 DebugSay("Failed Checking for hidden players");
    37.             }
    38.         }
    39.         #endregion
    40.  
    Code (C#):
    1.  if (CanDetectHidden && Core.TickCount >= _NextDetect)
    2.             {
    3.                 TryFindPlayer();
    4.  
    5.                 // Not exactly OSI style, approximation.
    6.                 int delay = FindPlayerDelayBase;
    7.  
    8.                 if (delay > FindPlayerDelayMax)
    9.                 {
    10.                     delay = FindPlayerDelayMax; // 60s max at 250 int
    11.                 }
    12.                 else if (delay < FindPlayerDelayMin)
    13.                 {
    14.                     delay = FindPlayerDelayMin; // 5s min at 3000 int
    15.                 }
    16.  
    17.                 int min = delay * (FindPlayerDelayLow / FindPlayerDelayHigh); // 13s at 1000 int, 33s at 400 int, 54s at <250 int
    18.                 int max = delay * (FindPlayerDelayHigh / FindPlayerDelayLow); // 16s at 1000 int, 41s at 400 int, 66s at <250 int
    19.  
    20.                 _NextDetect = Core.TickCount +
    21.                     (int)TimeSpan.FromSeconds(Utility.RandomMinMax(min, max)).TotalMilliseconds;
    22.             }
    23.         }
    24.  
    Seems to be something going on with pets. If I set my hiding really high (like 500 skill level) and my INT to 500 it takes much longer for me to be revealed. Is there a distance check in here? Should non tamed pets do this? Should tamed pets do this against non enemies?
     
  11. Dexter_Lexia
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    Yea, I have an idea. First of all, vendors should not be detecting. Also, there needs to be a noto check like passive detect hidden.
     
  12. argalep
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    argalep Active Member

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    in fact it should not do it to the party and guild members. OSI TC should be checked
     
  13. Dexter_Lexia
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    Hmmmm. Like ValidIndirectTarget check in SpellHelper.
     
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