[GAMEPLAY] Zz'Rot Portal Bug: A Discussion on Fixing.

GoodOlJohn·2/17/2016, 9:55:12 PM·2 votes·541 views

Hello Devs (and everyone else), I am a simple programmer like you that enjoys tackling and critically thinking about certain problems, I noticed my second/third favorite item to build on Morde is still blocked >.< and it's making me commit my first rage post. I am under the assumption that the current reason that its disabled is because Jungle mobs cant find there starting way point when a portal is placed on or near there spawn. The call stack gets filled with "move to way point/coordinate" funcs and fills the AI thread and then all other AI has instructions blocked. At least that's my observation, I could be wrong.

If I was to suggest some possible fixes... 

1 Make Zz&#039;Rots portal a valid attack target for jungle mobs. That may prevent the thread from filling up. This is probably harder to do and may need a some additional code, considering that jungle mobs don&#039;t get agro until something hits them

2 Give Zz&#039;Rots a super small cinderhulk/sunfire effect. That way the jungle mobs agro meter will start, and hopefully will allow the mob to have a valid state, and start attacking the portal. 

3 Well another one that might be slightly harder to do but may make more sense, if the jungle mob cant get to spawn/coordinate after 1-3 tries then attack closest target. This maybe the best solution considering that this bug maybe replicated by more then just a portal like Heimer turrets, Morde drag, Zyra minions but probably not Annie Tibbers, considering it has that sunfire effect.

4 Make the Zz&#039;Rots portal minions also have jungle mobs as a valid attack target. This would be kinda fun to see and make that item useful for downing dragon and baron, and it should free up the jungle mob state as well.

5 Keep the bug, but add a check scheme before the move to coordinate function if the current AI state is in move to point, then free current command and execute the function again. This maybe dangerous and untested, but worth a shot in the long run to maintain current functionality without quick cheese ball fixes as above.

If I was to select one for the sake of an efficient fix I would say 2 or 4 would be the best, while a more permanent solution would defiantly be 1 3 or 5. If I had to choose one to implement it would be 4 for sure. Extending the use of Zz&#039;Rots would just be awesome. But I would quickly implement 2 and 4 just to ensure that jungle mobs don&#039;t fill up the call stack with bogus move commands.

I wish you all the luck and debugging skills in the world my fellow programmers, and I hope that my insight may provide a quick and timely solution to this mess because I miss my portal ![item 3070](https://ddragon.leagueoflegends.com/cdn/16.17.1/img/item/3070.png) 

Sincerely,
GoodOlJohn

**Edit: This post has no need to go on the boards, in fact it's better that it doesn't considering that solution 3 may give incite to replicate this bug on more then just portal, and probably best just to send this post to a Developer asap.

1 Comments

MisterHealYoGirl2/17/2016, 9:59:24 PM2 votes

Honestly, this is FAR too constructive to be termed a rage post. I was expecting impotent whining and all caps. Good on you, man.