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author | Michieru <Michieru@users.noreply.github.com> | 2014-10-02 12:07:50 +0200 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-10-02 12:07:50 +0200 |
commit | c813ffe0ba08d3330397da4116b25bfe374a6116 (patch) | |
tree | aed8adf2182e457961c986ed03d5755ff8515bfe /conf/battle/monster.conf | |
parent | d8c84637efc7513503c4248e5f95bac6ba378d5c (diff) | |
download | hercules-c813ffe0ba08d3330397da4116b25bfe374a6116.tar.gz hercules-c813ffe0ba08d3330397da4116b25bfe374a6116.tar.bz2 hercules-c813ffe0ba08d3330397da4116b25bfe374a6116.tar.xz hercules-c813ffe0ba08d3330397da4116b25bfe374a6116.zip |
* Rewrote the hard monster AI. Monsters will now behave a lot closer to official servers:
* Monsters will now attack immediately when they are chasing a target and it comes into attack range (bugreport:7370)
* Monsters will now chase their target during their aDelay, but they still have to wait for aMotion to be able to move again (bugreport:9269)
* Monsters will now rethink their chase in a configurable interval (see monster_chase_refresh in monster.conf), official value is once per cell, previously it was once per 3 cells
* Monsters will now stop when they rethink their chase and their target is gone (player hides or target loot was picked), regardless of the monster_ai setting (note: if you want the old, stupid behavior, just increase monster_chase_refresh instead)
Thanks to Playtester (rathena: cfef8a0088c3)
Diffstat (limited to 'conf/battle/monster.conf')
-rw-r--r-- | conf/battle/monster.conf | 15 |
1 files changed, 12 insertions, 3 deletions
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf index 50d661087..9ca8df825 100644 --- a/conf/battle/monster.conf +++ b/conf/battle/monster.conf @@ -29,9 +29,7 @@ monster_max_aspd: 199 // 0x004: If not set, mobs that can change target only do so when melee attacked // (distance player/mob < 3), otherwise mobs may change target and chase // ranged attackers. This flag also overrides the 'provoke' target. -// 0x008: If set, when a mob loses track of their target, they stop walking -// immediately. Otherwise, they continue to their last target tile. When -// set mobs also scatter as soon as they lose their target. Use this mode +// 0x008: When set, mobs scatter as soon as they lose their target. Use this mode // to make it much harder to mob-train by hiding and collecting them on a // single spot (ie: GrimTooth training) // 0x010: If set, mob skills defined for friends will also trigger on themselves. @@ -52,6 +50,17 @@ monster_max_aspd: 199 // Example: 0x140 -> Chase players through warps + use skills in random order. monster_ai: 0 +// How often should a monster rethink its chase? +// 0: Every 100ms (MIN_MOBTHINKTIME) +// 1: Every cell moved (official) +// 2: Every 2 cells moved +// 3: Every 3 cells moved (previous setting) +// x: Every x cells moved +// Regardless of this setting, a monster will always rethink its chase if it has +// reached its target. Increase this value if you want to make monsters continue +// moving after they lost their target (hide, loot picked, etc.). +monster_chase_refresh: 1 + // Should mobs be able to be warped (add as needed)? // 0: Disable. // 1: Enable mob-warping when standing on NPC-warps |