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-rw-r--r--src/map/mob.c19
1 files changed, 8 insertions, 11 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index d9ef6dd22..97d98e7d2 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -2853,7 +2853,7 @@ int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const
mob_db_data[class_]->size=status_get_size(&sd->bl);
mob_db_data[class_]->race=status_get_race(&sd->bl);
mob_db_data[class_]->element=status_get_element(&sd->bl);
- mob_db_data[class_]->mode=mode?mode:(MD_AGGRESSIVE|MD_ASSIST|MD_CANATTACK|MD_CANMOVE);
+ mob_db_data[class_]->mode=mode?mode:(MD_AGGRESSIVE|MD_ASSIST|MD_CASTSENSOR|MD_CANATTACK|MD_CANMOVE);
mob_db_data[class_]->speed=status_get_speed(&sd->bl);
mob_db_data[class_]->adelay=status_get_adelay(&sd->bl);
mob_db_data[class_]->amotion=status_get_amotion(&sd->bl);
@@ -2871,8 +2871,8 @@ int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const
memset (&ms[i], 0, sizeof(struct mob_skill));
ms[i].skill_id = skill_id;
ms[i].skill_lv = sd->status.skill[skill_id].lv;
- ms[i].state = -1;
- ms[i].permillage = 500; //Default chance for moving/idle skills.
+ ms[i].state = MSS_ANY;
+ ms[i].permillage = 1000; //Default chance of all skills: 10%
ms[i].emotion = -1;
ms[i].cancel = 0;
ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv);
@@ -2882,24 +2882,22 @@ int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const
if (inf&INF_ATTACK_SKILL) {
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
- if (skill_get_range(skill_id, ms[i].skill_lv) > 3) {
- ms[i].state = MSS_RUSH;
- } else {
+ if (skill_get_range(skill_id, ms[i].skill_lv) > 3)
+ ms[i].state = MSS_ANYTARGET;
+ else
ms[i].state = MSS_BERSERK;
- ms[i].permillage = 2500;
- }
} else if(inf&INF_GROUND_SKILL) {
//Normal aggressive mob, disable skills that cannot help them fight
//against players (those with flags UF_NOMOB and UF_NOPC are specific
//to always aid players!) [Skotlex]
if (!(flag&1) && skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
continue;
- ms[i].permillage = 1000;
if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps!
ms[i].state = MSS_IDLE;
ms[i].target = MST_AROUND2;
ms[i].delay = 60000;
} else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
+ ms[i].state = MSS_ANYTARGET;
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
} else { //Target allies
@@ -2912,10 +2910,9 @@ int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
if (skill_get_range(skill_id, ms[i].skill_lv) > 3) {
- ms[i].state = MSS_RUSH;
+ ms[i].state = MSS_ANYTARGET;
} else {
ms[i].state = MSS_BERSERK;
- ms[i].permillage = 2500;
}
} else { //Self skill
ms[i].target = MST_SELF;