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-rw-r--r--Changelog-Trunk.txt5
-rw-r--r--conf-tmpl/battle/monster.conf2
-rw-r--r--src/map/battle.c2
3 files changed, 6 insertions, 3 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index ce92beb63..7741dd557 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/12/14
+ * Removed "mobs being enemies of each other all the time" because, even
+ though mobs can hit each other as they should, they will refuse to use
+ support skills on enemies, which breaks several of their skills. Mobs can't
+ both help and attack someone tagged as enemy!
+ (I guess eA is just too smart to emulate Aegis's sloppy coding)
* Cleaned up the strip code (GS_DISARM, rogue skills).
* Cleaned some the MD_DETECTOR code.
2006/12/13
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf
index 66f968c5e..1ea2c822e 100644
--- a/conf-tmpl/battle/monster.conf
+++ b/conf-tmpl/battle/monster.conf
@@ -69,8 +69,6 @@ monster_max_aspd: 199
// the same skill, instead of only that particular entry (eg: Mob has heal
// on six lines for different conditions, when set, whenever one of the six
// trigger, all of them will share the delay)
-// 0x400: When set, mobs of the same AI type are allied (by default all mobs are
-// enemies of each other).
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0
diff --git a/src/map/battle.c b/src/map/battle.c
index 82c59e362..eb544dc4d 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -3335,7 +3335,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
TBL_MOB*md = (TBL_MOB*)s_bl;
if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
- if(md->state.killer || !(battle_config.mob_ai&0x400))
+ if(md->state.killer/* || !(battle_config.mob_ai&0x400)*/)
state |= BCT_ENEMY; //By default everyone hates mobs.
else
{ //Smart enemy criteria.