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RateMyServer.Net => Server Discussion => Topic started by: PokeROGaming on Apr 18, 2021, 06:01 PM

Title: Mob Controller
Post by: PokeROGaming on Apr 18, 2021, 06:01 PM
(https://i.ibb.co/R6L60m8/comingsoon2.png)


Hello RMS, a short story here for those interested in mob controller systems.



[Intro]
My name is Sung, I have been working on Project Pokemon for many years now. This is a project which I have invested thousands of hours into its development. It has been a true journey from start to
finish. My goal was to create an authentic Pokemon experience that brings a unique Player VS Monster mechanic that is different from all other private servers. Putting myself in the shoes of an adventurer, there really is nothing like having a great team to progress with. This project aims to have you build your team of Pokemon, utilziing their best skills to help you conqueor content along the way. I just wanted to share my experience and struggles throughout this development for any that are interested in how it works.


[Mob Controller System]
For the longest time, it has been a real struggle of finding the right method of utilizing custom monsters. Emulators the last few years offered options such as Pets and Homunculus.

There are always challenges when it comes to implementation and customization. Some of the limitations I encountered during the development process:

Pets:

Simply put, a pet system is limited and not able to achieve custom monster control we are looking for.

Homumculus system is far superior in the ability to customizing skills, leveling up, evolving etc. It is a much cleaner way to go. We still faced lots of challenges:

Homunculus:


At one point there wasn't a system we could have used for proper integration unless heavy source modifications were made. With heavy source modifications, GIT pulls/svn updates became messy and  it became difficult to implement updates throughout the years as the process was not seamless. The project was put on the backburner. There was some promise into the "Setmobdata" options but they were still premature at the time of consideration.




[Mob Controller System - 2021 Update]
As the team all went separate ways and got busy with life, the project was on hiatus for a few years. With Covid-19 being unannounced to the world which caused lots of "work from home and stay at home protocols", I suppose there was no better time to check back into things from where they were left off.


[Choosing the right emulator]
With so much time passing, there were obviously lots of changes that had happened while we were away. We had always used rathena as our go to emulator as all of our designs were built around their source code and coding style. The first thing we did was look into the "promising" mechanic of setmobdata and to see how far in development it had undergo. For those who follow the developmental side of things, a huge thanks to Annieruru for addressing mob controller issues and systems. She had built her own mob controller system which rathena eventually implemented to some extent, but to this day, it is still not fully operational.

We had decided to start with Rathena first, but ended up having an issue where certain data could not be retrieved or set using "setmobdata" script commands. Issues we ran into were:

Rathena:


We decided to give Herc a try as Annieruru was the pioneer of mob controller systems there. Although all of our systems would need to be rebuilt and re-done, we needed to test the emulator to see if mobdata varialbes and killerrid calculations worked properly. In the script_docs, Herc notes that a Masteraid and Mastercid are both available and attachable to the monsters you summon, this was a light bulb moment for our team.

We now have access to the following features which complete the system we aimed to implement and allow for customizations at almost every level.

Possibilities now include:


TLDR; Mob controller systems have come a long way since I started development. For those interested in doing customizations to monsters, there has never been a better system available to do it then now. I wanted to share my experience as I have been working on this for a long time, I am happy to help anyone who is also working on similar monster modifications.




Title: Re: Project Pokemon - Mob Controller
Post by: sufiasri on Apr 19, 2021, 01:41 AM
I think 2 years back I saw Pokemon theme Ragnarok Online. It was heavy custom and the town look so dam Pokemon world, no longer Ragnarok Online (saw form the picture). Im nbot interested at that time, however if you gonna launch it soon, I probably gonna try it.
Title: Re: Project Pokemon - Mob Controller
Post by: PokeROGaming on Apr 22, 2021, 12:43 AM
https://youtu.be/S5TkrPIaWxk (https://youtu.be/S5TkrPIaWxk)

Teaser Video showing capabilities of Aggressive AI on monsters. They utilize skills that can be set in the mob_skill_db2, as well as summoning via callfunc item_usable.

Title: Re: Mob Controller
Post by: Eiponpon on Jun 05, 2021, 04:39 PM
I saw the vid but still dont get what pokemon has to do w/ it