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author | Michieru <Michieru@users.noreply.github.com> | 2014-10-18 17:52:17 +0200 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-10-18 17:52:17 +0200 |
commit | 6a6e3bb8e69890ee69981467f1e5e3591c0f9356 (patch) | |
tree | 552347425d9575b423617326ab3cbdf257479728 /src/map/battle.h | |
parent | 4ac673941714032ada6d26fb60936ec510bbe496 (diff) | |
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Fix bug:7454
* Official Icewall implementation and other fixes
- Reverted all the icewall-related changes done in SVN r15777 and following as testing shows they aren't official and are actually pretty exploitable (bugreport:7412)
- Instead implemented the official icewall characteristic that monsters can only leave an icewall cell to the west or south, the changes include:
* The "sight" path check no longer checks for the current cell so standing on an icewall allows you to see/attack into any direction
* The path finding will still ignore the current cell as before but the walk routine will not allow to walk east or north while standing on an icewall cell
* This leads monsters in the situation where they go through an AI loop not allowing them to escape the icewall (if their target is north or east of them)
* Monster in this situation will use idle skills and if they get attacked will use their rudeattacked skills if available, similar to traps like Spiderweb
* Added a configuration icewall_walk_block that allows to configure how long a monster should go through the AI loop before the server allows it any movement, this "safety" system is official and seems to equal about 75 AI loops; if you want to disable the whole icewall system so that monsters don't get stuck in icewall at all, just set this to 0
* Here are videos from jRO showing how this system works: http://ragdo.blog56.fc2.com/blog-entry-763.html
- Implemented the official calculation for "direction"; now you will be considered horizontal/vertical/diagonally aligned with a target cell in the exact same way as on official servers, this is for example used to determine whether an icewall or a firewall should be horizontal, vertical or diagonal; the only thing that is still unofficial is the default direction (officially always "west"); effectively now there are more situations considered diagonal than before
- Further cleanups on the idle skill use code for immobile monsters and monsters near a player but without a target (now skill using will always go via mob_unlocktarget)
* This also fixes that monsters switched to idle mode and start to use idle skills one second too late
Mega thanks to Playtester (rathena 5540d89cb0e)
Diffstat (limited to 'src/map/battle.h')
-rw-r--r-- | src/map/battle.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/map/battle.h b/src/map/battle.h index 966fa073e..6ac2df391 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -452,6 +452,7 @@ struct Battle_Config { int mob_size_influence; // Enable modifications on earned experience, drop rates and monster status depending on monster size. [mkbu95] int bowling_bash_area; int mob_chase_refresh; //How often a monster should refresh its chase [Playtester] + int icewall_walk_block; //How long a monster should stay trapped in icewall [Playtester] /** Hercules **/ int skill_trap_type; |