diff options
author | Michieru <Michieru@users.noreply.github.com> | 2014-11-03 11:46:22 +0100 |
---|---|---|
committer | Michieru <Michieru@users.noreply.github.com> | 2014-11-03 11:46:22 +0100 |
commit | b8abf962fd079bc3cad4498aa968f2318d1f5fde (patch) | |
tree | 941b9d312ded4e3b75360febb73922a79637c10c /conf/battle | |
parent | 1c76a4249ea878bd133c16a7e8b799d51b7e8594 (diff) | |
download | hercules-b8abf962fd079bc3cad4498aa968f2318d1f5fde.tar.gz hercules-b8abf962fd079bc3cad4498aa968f2318d1f5fde.tar.bz2 hercules-b8abf962fd079bc3cad4498aa968f2318d1f5fde.tar.xz hercules-b8abf962fd079bc3cad4498aa968f2318d1f5fde.zip |
* No cell stacking implemented (official version)
- Split config cell_stack_limit into custom_cell_stack_limit (previous feature) and official_cell_stack_limit (see below)
- Expanded map_count_oncell by a flag parameter, currently only one flag is supported: only count standing units (needed for official cell stack feature)
- Added a new function map_closest_freecell that will return the closest free cell using the same order that official servers use
- Monsters will now actively search for a free cell when starting to walk randomly and when unlocking target
- When any unit finishes walking (regularly) and is not on a free cell, it will now actively search for a free cell
- Step actions will be delayed until a suitable cell was found, they will even be executed when the player walked slightly out of attack range
- Monsters will now stop instantly if their target is completely non-existent
* This is mainly for looters that had their loot taken
* Hide and most other situations still use the configuration setting monster_chase_refresh
Mega Thanks to Playtester
Diffstat (limited to 'conf/battle')
-rw-r--r-- | conf/battle/misc.conf | 13 | ||||
-rw-r--r-- | conf/battle/monster.conf | 2 |
2 files changed, 10 insertions, 5 deletions
diff --git a/conf/battle/misc.conf b/conf/battle/misc.conf index dd3d57aaa..b9aaa2356 100644 --- a/conf/battle/misc.conf +++ b/conf/battle/misc.conf @@ -80,10 +80,15 @@ duel_time_interval: 60 // Restrict duel usage to same map duel_only_on_same_map: no -// Determines max number of characters that can stack within a single cell. -// NOTE: For this setting to make effect you have to use a server compiled with -// Cell Stack Limit support (see src/map/map.h) -cell_stack_limit: 1 +// Determines max number of characters that can stack within a single cell. +// Official - Only affects the walking routines of characters, including monsters. +// If a unit stops walking and is on a cell with more than stack limit +// characters on it, it will walk to the closest free cell. +// Custom - This variation will make every full cell to be considered a wall. +// NOTE: For this setting to take effect you have to use a server compiled +// with Cell Stack Limit support (see src/map/map.h) +official_cell_stack_limit: 1 +custom_cell_stack_limit: 1 // Allow autotrade only in map with autotrade flag? // Set this to "no" will allow autotrade where no "autotrade" mapflag is set diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf index 6f63f55be..b26bda207 100644 --- a/conf/battle/monster.conf +++ b/conf/battle/monster.conf @@ -58,7 +58,7 @@ monster_ai: 0 // 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.). +// moving after they lost their target (hide, no line of sight, etc.). monster_chase_refresh: 3 // Should mobs be able to be warped (add as needed)? |