diff options
author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-17 18:12:06 +0000 |
---|---|---|
committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-17 18:12:06 +0000 |
commit | 14eabce08792bbf83b2f8001d3b341a6fe9dfb67 (patch) | |
tree | de7a2efa437dfef53aedbec80d158d1c14b29a74 /src/map/mob.c | |
parent | 613ddf2665f265e5ad07dcdfff4b6a4c04e4596b (diff) | |
download | hercules-14eabce08792bbf83b2f8001d3b341a6fe9dfb67.tar.gz hercules-14eabce08792bbf83b2f8001d3b341a6fe9dfb67.tar.bz2 hercules-14eabce08792bbf83b2f8001d3b341a6fe9dfb67.tar.xz hercules-14eabce08792bbf83b2f8001d3b341a6fe9dfb67.zip |
- Added state.running to unit_data to make it easier to check for running characters (saves having to get the sc data and check for the corresponding timer all the time)
- removed pc_run, pc_walktodir, replaced with unit_run.
- moved the code that makes you walk that extra cell to unit_stop_walking, which is now invoked before resetting the walk-target.
- Flag &2 in unit_stop_walking is now to make the character force-move that extra tile if the walkpath pos is 0 at hit time.
- Added variable walk_count to unit_data to be use as a counter for cells walked for walk-triggered skills (walk path_pos is not good enough since it keeps resetting each time the walk path is updated)
- Increased WALK_SKILL_INTERVAL to 5 (it is the closest value that makes the average mob trigger a chase skill every second)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6137 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/mob.c')
-rw-r--r-- | src/map/mob.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/map/mob.c b/src/map/mob.c index 8e28ff6bf..5889903ed 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -1049,7 +1049,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) return 0;
if( md->ud.walktimer != -1 && md->ud.walkpath.path_pos <= 3)
- return 0; //Prevent ai when it just started walking.
+ return 0;
// Abnormalities
if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.data[SC_BLADESTOP].timer != -1)
@@ -1077,7 +1077,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) ((struct map_session_data*)tbl)->state.gangsterparadise
)) { //Unlock current target.
if (battle_config.mob_ai&8) //Inmediately stop chasing.
- mob_stop_walking(md,2);
+ mob_stop_walking(md,1);
mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
tbl = NULL;
}
|