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authorMichieru <Michieru@users.noreply.github.com>2014-10-02 12:07:50 +0200
committerMichieru <Michieru@users.noreply.github.com>2014-10-02 12:07:50 +0200
commitc813ffe0ba08d3330397da4116b25bfe374a6116 (patch)
treeaed8adf2182e457961c986ed03d5755ff8515bfe /conf/battle/monster.conf
parentd8c84637efc7513503c4248e5f95bac6ba378d5c (diff)
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* 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.conf15
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