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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-03-09 20:11:14 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-03-09 20:11:14 +0000 |
commit | 203b881a3f76e822a0052e58c67bf46ba6ad0596 (patch) | |
tree | 9f918bdf4a68aa659f3c5c45186e198cbe2388b5 /conf/battle/battle.conf | |
parent | a3e718b798e8b7c5848b58a7646a783ac0163364 (diff) | |
download | hercules-203b881a3f76e822a0052e58c67bf46ba6ad0596.tar.gz hercules-203b881a3f76e822a0052e58c67bf46ba6ad0596.tar.bz2 hercules-203b881a3f76e822a0052e58c67bf46ba6ad0596.tar.xz hercules-203b881a3f76e822a0052e58c67bf46ba6ad0596.zip |
- Modified attack_walk_delay so it behaves on a 'per-object' basis, and changed the default to 15 (all types).
- Modified battle_delay_damage so damage is not delayed more than one second for non-player attacks.
- Modified party_member_added with a hack so that the clif functions will send the info of the new member since party_recv_info has not yet arrived.
- Updated clif_calc_delay so the type sent to the client is based on the number of hits of the skill (as Aegis packets reveal)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12332 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf/battle/battle.conf')
-rw-r--r-- | conf/battle/battle.conf | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/conf/battle/battle.conf b/conf/battle/battle.conf index 9c0f708fd..d74f6cf49 100644 --- a/conf/battle/battle.conf +++ b/conf/battle/battle.conf @@ -35,13 +35,12 @@ enable_critical: 1 mob_critical_rate: 100 critical_rate: 100 -// Should normal attacks give you a walk delay? +// Should normal attacks give you a walk delay? (Note 3) // If no, characters can move as soon as they start an attack (attack animation // or walk animation may be omitted client-side, causing cropped attacks or // monsters that teleport to you) -// If set, total walk delay is set to your attack animation duration divided by -// this value (eg: 1 -> 100%, 2 -> 50%, 4->25%...) -attack_walk_delay: 0 +// Otherwise, the delay is equal to the 'attack animation' (amotion) +attack_walk_delay: 15 // Move-delay adjustment after being hit. (Note 2) // The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration. |