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Stealth Mechanics

Allelujah Ghost V2

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Has anyone else noticed that TrinityCore Stealth/Prowl is clunky?

Like when walking past a mob that can cast it'll start casting on you, but then cancel and snap back to its original starting point? It's most noticeable with casters, melee does it too but it's not as noticeable.

I think it's something to do with how combat initiates, not really too sure where to look in the source though. Any thoughts or ideas? May check on the TrinityCore repo when I get more time.

TrinityCore rev. dd1847bd8ff3+ 2023-11-07 19:16:06 +0100 (3.3.5 branch) (Win64, RelWithDebInfo, Static) (worldserver-daemon)
 

kazodan

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there is a mention in config :

# MonsterSight
# Description: The maximum distance in yards that a "monster" creature can see
# regardless of level difference (through CreatureAI::IsVisible).
# Increases CONFIG_SIGHT_MONSTER to 50 yards. Used to be 20 yards.
# Default: 50.000000

MonsterSight = 50.000000


try to analyse CreatureAI::IsVisible function
 

Allelujah Ghost V2

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there is a mention in config :

# MonsterSight
# Description: The maximum distance in yards that a "monster" creature can see
# regardless of level difference (through CreatureAI::IsVisible).
# Increases CONFIG_SIGHT_MONSTER to 50 yards. Used to be 20 yards.
# Default: 50.000000

MonsterSight = 50.000000


try to analyse CreatureAI::IsVisible function
That's a good guess; however, it's not the distance. It's something to do with the logic. I've looked at it and currently taking a break.

The AI logic will detect you, as it should.. but then it'll treat you as if you're not stealth and then realize you are actually stealth so it'll stop casting/attacking. But it only happens sometimes. Not too invested in it right at this second.
 

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