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Movement and Pathfinding

This document describes how Ragnarok Online's zone servers implement the movement of ingame actors.

Movement Speed

All actors have a movement speed value that determines how fast they move around the game world.

Unit of Measurement

caution

This section contains unverified information and/or speculation. It may or may not be completely wrong.

Movement speeds are given in the unit of "milliseconds taken to move to the next adjacent tile" (i.e., a distance of one world unit). This should be interpreted as "delay after moving to the next ground tile", since movement happens instantaneously:

On aegis you move to the target cell instantly, then animate the movement where [on] emulators you animate first and arrive second

Source: Kokotewa (no direct link available)

Examples

CreatureMovement Speed (ms)Perceived Speed
Red Plant2000Immobile1 (extremely slow if glitched)
Pupa1000Immobile1 (very slow if glitched)
Zombie400Moves slowly
Osiris100Very fast
Treasure Box0Cannot move at all

Statistics

caution

This section needs a review. The information may be outdated, incomplete, or factually incorrect.

Most creatures appear to use speed values between 150 and 400 ms. Immobile creatures always seem to use 1000 or 2000 ms.

Pathfinding

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This section is a placeholder. If you know anything about the topic, please help fill it with content!

Hit Stun

When damaged, actors usually 2 cannot move for a brief period of time, effectively "stunning" them when they suffer a "hit". Afterwards, movement commences on the precomputed path unless their position has been altered via knockback effects.

Footnotes

  1. Immobile creatures can still technically move (at their configured speed), but this is almost certainly a bug. 2

  2. Certain auras, like Endure, can make them immune to this mechanic.