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author | Andrei Karas <akaras@inbox.ru> | 2014-12-07 13:44:14 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2014-12-07 13:44:14 +0300 |
commit | 61cf1e0ecee56a35e48826b8bf75254fd433331f (patch) | |
tree | 80c1f71e2248f4c8b637976e7b0cfed564db3441 | |
parent | 6eeae2ee499b4aec7b9f771c75ff09264d79c8fd (diff) | |
download | serverdata-61cf1e0ecee56a35e48826b8bf75254fd433331f.tar.gz serverdata-61cf1e0ecee56a35e48826b8bf75254fd433331f.tar.bz2 serverdata-61cf1e0ecee56a35e48826b8bf75254fd433331f.tar.xz serverdata-61cf1e0ecee56a35e48826b8bf75254fd433331f.zip |
update conf files for latest codebase.
-rw-r--r-- | conf/battle/monster.conf | 16 | ||||
-rw-r--r-- | conf/battle/skill.conf | 14 |
2 files changed, 22 insertions, 8 deletions
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf index 9ca8df82..d52987ac 100644 --- a/conf/battle/monster.conf +++ b/conf/battle/monster.conf @@ -216,3 +216,19 @@ mvp_tomb_enabled: yes // This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1) // Default: no mob_size_influence: no + +// How should a monster be trapped by an icewall casted directly on it? +// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of +// them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use +// idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use +// idle and rudeattacked skills (when attacked). +// 0: Monster won't be stuck in icewall at all. +// 1: Monster will behave like a trapped monster. +// 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall. +// NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other +// servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting +// icewall completely blocked on all maps that have boss monsters on them. +// Default (least exploitable): mob - 75, boss - 0 +// Default (most official): mob - 220, boss - 1 +mob_icewall_walk_block: 220 +boss_icewall_walk_block: 1 diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf index 1bb58211..02822872 100644 --- a/conf/battle/skill.conf +++ b/conf/battle/skill.conf @@ -295,11 +295,9 @@ mob_max_skilllvl: 100 // Note: If you knock the target out of the area it will only be hit once and won't do splash damage bowling_bash_area: 0 -// How many attempts should a monster need until it can escape from an icewall casted directly on it? -// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of them -// they will continously try to chase it but fail doing so. This brings them into a loop during which they will cast idle -// and rudeattacked skills (if attacked). Official servers have a safety system that eventually allows monsters to escape -// when their walk routine failed many times in row so they won't stay on the loop endlessly. The time for this seems to be -// around 15 seconds for fast monsters and 35 seconds for slow monsters, this equals about 75 attempts. -// Set this to 0 if you don't want monsters to be stuck in icewalls at all. -icewall_walk_block: 75
\ No newline at end of file +// On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to +// south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the +// edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you +// punch a hole into SG it will for example create a "suck in" effect. +// If you disable this setting, the knockback direction will be completely random (eAthena style). +stormgust_knockback: yes |