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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 /src/map/battle.h
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 'src/map/battle.h')
-rw-r--r--src/map/battle.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/map/battle.h b/src/map/battle.h
index 734a6187d..eeb9897fa 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -353,6 +353,7 @@ struct Battle_Config {
int copyskill_restrict; // [Aru]
int berserk_cancels_buffs; // [Aru]
int mob_ai; //Configures various mob_ai settings to make them smarter or dumber(official). [Skotlex]
+ int mob_chase_refresh; //How often a monster should refresh its chase [Playtester]
int hom_setting; //Configures various homunc settings which make them behave unlike normal characters.. [Skotlex]
int dynamic_mobs; // Dynamic Mobs [Wizputer] - battle.conf flag implemented by [random]
int mob_remove_damaged; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]