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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 /src/map/battle.h | |
parent | d8c84637efc7513503c4248e5f95bac6ba378d5c (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.h | 1 |
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] |