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Caravel Forum : DROD Boards : Bugs : Body-killing decoys and mimics removes stealth (Found in 5.0.1.6060)
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Jeff_Ray...
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icon Body-killing decoys and mimics removes stealth (+1)  
How to reproduce:

1) Set the player role to a role that can body-kill and is stealthy.
2) Place some monsters in the room, and a decoy/mimic.
3) Kill the decoy/mimic first
4) The stealth will be gone.

What should happen: Decoys and mimics should never remove stealth when killed, no matter what. This problem may also apply to other non-monster entities that can be body-killed, if there are any others.

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[Last edited by Jeff_Ray... at 08-08-2015 02:32 AM]
08-08-2015 at 02:31 AM
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blorx1
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icon Re: Body-killing decoys and mimics removes stealth (0)  
From chat it was mentioned that this only applies to body kills and not sword kills, which should be mentioned here.

I also question your opinion that nothing should happen when decoys/mimics etc. are killed. I consider decoys and mimics to be non-required targets, much like slayers and wubbas.

I just checked and killing a slayer with a sword does break stealth, but killing decoys does not, so the code already makes a note of it triggering on hostile non-required targets. I suppose it makes sense to have all hostile creatures break your stealth when killed and not break for all non-hostiles, but it's still a little strange to me.

I also checked for npcs based on both types and sword killing a slayer npc does not break stealth, as it does not for killing a decoy. This applies even if the npc is a required target.

In conclusion, I'm not really sure what I want the behavior to be, I'd first like to see what is supposed to be happening and also have body kills and sword kills be treated the same way.



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[Last edited by blorx1 at 08-08-2015 02:52 AM]
08-08-2015 at 02:51 AM
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skell
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icon Re: Body-killing decoys and mimics removes stealth (0)  
I'd prefer to NOT fix this for 5.1, because we first need to decide what should happen when. The stealth is a pretty pesky thing it seems which doesn't always act intuitively.

Mike, how do you think this should be resolved?

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01-24-2016 at 09:08 PM
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mrimer
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icon Re: Body-killing decoys and mimics removes stealth (0)  
I'm fine with deferring the fix for this to after 5.1. I'll think about this and reply later.

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01-25-2016 at 04:30 PM
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skell
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icon Re: Body-killing decoys and mimics removes stealth (+2)  
Implemented the following change: stealthy player & temporal clones will no longer lose stealth when body killing friendlies (or in other words, there should be consistency between body kills and weapon kills of the same enemy in terms of losing stealth).

PR

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10-01-2020 at 11:06 PM
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Dragon Fogel
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icon Re: Body-killing decoys and mimics removes stealth (+1)  
Heads-up: There is a published room depending on this behavior. It will probably come as no surprise that it's one of mxvladi's.

Zealot's Trials - Path of Shapeshifting 2S. It's a secret room, so technically it could just be made non-secret and marked unscorable.

Much of the room doesn't actually depend on the decoy per se, but it does depend on a timeclone breaking stealth while the main player doesn't.
10-01-2020 at 11:42 PM
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Dragon Fogel
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icon Re: Body-killing decoys and mimics removes stealth (+2)  
After reviewing the two existing demos of the above room, I believe I have worked out a possible scripting solution that would preserve the demos. (Although it would probably warrant some kind of note because otherwise it's extremely opaque to the player.)

Here's how this could be done. Spoilered because I discuss some details of the solution, although they're minor ones.

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10-10-2020 at 05:30 AM
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kieranmillar
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icon Re: Body-killing decoys and mimics removes stealth (+1)  
Can confirm in 5.1.1.alpha.2020-10-18 that body-killing mimics and decoys does not break stealth.

This applies to players and timeclones.
10-18-2020 at 06:52 PM
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