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2014-11-03* No cell stacking implemented (official version)Michieru1-1/+1
- Split config cell_stack_limit into custom_cell_stack_limit (previous feature) and official_cell_stack_limit (see below) - Expanded map_count_oncell by a flag parameter, currently only one flag is supported: only count standing units (needed for official cell stack feature) - Added a new function map_closest_freecell that will return the closest free cell using the same order that official servers use - Monsters will now actively search for a free cell when starting to walk randomly and when unlocking target - When any unit finishes walking (regularly) and is not on a free cell, it will now actively search for a free cell - Step actions will be delayed until a suitable cell was found, they will even be executed when the player walked slightly out of attack range - Monsters will now stop instantly if their target is completely non-existent * This is mainly for looters that had their loot taken * Hide and most other situations still use the configuration setting monster_chase_refresh Mega Thanks to Playtester
2014-10-31- Monster chase range updates (bugreport:7637)Michieru1-3/+19
* Updated monster_chase_range in monster.conf from 1 to 3; I originally thought official value is 1, but doing some in-depth tests myself I realized it's 3 for the most important situations * When a monster cannot issue new "move" commands because it was affected by a status change, but is still moving due to knockback immunity, it will no longer unlock its target and stop * Fixed a bug that always caused the chase path monsters calculated to be 1 cell too short causing them to recalculate their path one cell before their goal every single time - Fixed the direction calculation once again and optimized it at the same time (bugreport:9373) * Now the calculated direction is 100% official, really truly, checked it myself with every single cell and various skills * Added a new function map_calc_dir_xy that allows to check for a direction between two cells without the need of a block_list * map_calc_dir will now just use map_calc_dir_xy to avoid duplicate code * Improved Icewall walk block implementation - Moved the configuration setting "icewall_walk_block" to monster.conf - Split the configuration into mob_icewall_walk_block and boss_icewall_walk_block so it can be configured for bosses separately - Expanded the configuration * If the value is set to 1, monsters on an ice wall cell will behave like trapped monsters, that means they won't be able to move at all, they will use idle skills and if they are attacked while nobody is in their attack range, they will use their rudeattacked skills; this is equal to official behavior of bosses * If the value is set to 2-255, it will behave as before but monsters in the AI loop now use both idle and chase skills, but will no longer use their rudeattacked skills even if attacked from range; this is equal to official behavior of normal monsters * Official values would be "220" for normal monsters (loop until Icewall expiration) and "1" for bosses (behave like trapped monster) on most official servers, but as some official servers have a less exploitable implementation (from looping AI only a limited amount of times up to outright blocking Icewall on all maps with bosses) - Cleaned up the rudeattacked code a little so it's easier to read - Fire Pillar is no longer a trap and can no longer be hit or knocked back in renewal Thanks to Playtester (rathena b43b855d2, 902c920b734cd)
2014-10-02* Rewrote the hard monster AI. Monsters will now behave a lot closer to ↵Michieru1-3/+12
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)
2013-06-14Whitespace, TABs & SpellingsAkkarinage1-6/+6
Replaced indents using spaces with tabs, reducing file sizes and conforming to standards.
2013-01-27Renaming some more, also temporarily made "display_version" off by default ↵shennetsind1-1/+1
until we decide what to do with the version since it's git. Signed-off-by: shennetsind <ind@henn.et>
2012-11-11* Cleaning of script_commands.txt, with db paths updated to reflect ↵euphyy1-4/+3
pre-re/re changes. * Follow-up r16905, clarified documentation. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16909 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-10- Added configuration to wheter the monster size would change experience ↵momacabu1-0/+7
earned, drop rates and the monster status (such as hp, strength etc). Awesome suggestion by Euphy :) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16905 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-07-18New permissions added for groups: show_bossmobs, disable_pvm and ↵cookiecrumbs1-1/+1
disable_pvp; documented usage in permissions.txt Fixed a typo in monster.conf. Removed old functionality from showmobs command to make room for show_bossmobs. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16445 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-04-21Added mvp tomb system.greenboxal21-0/+4
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15908 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-01-31Removed obsolete `mob_clear_delay` config (since r5707) (bugreport:137)gepard19841-4/+0
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15532 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-12-24- Replaced all occurrences of "eAthena" to "rAthena" stringmercurial1231-1/+1
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15251 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-12-24- Removed ASCII art from text files (keeping it in the console though).brianluau1-12/+0
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15250 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-03-15* Fixed monsters getting warped when stepping on an NPC warp when at least ↵ai4rei1-1/+1
one of the bits of setting 'mob_warp' was set (bugreport:4766, since r12757). - Fixed option 'monster_ai' referring to setting 'mob_npc_warp' rather than 'mob_warp' (follow up to r8135). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14744 54d463be-8e91-2dee-dedb-b68131a5f0ec
2010-02-10- Fixed a misleading description. (bugreport:4008)brianluau1-1/+1
- Changed the confusing Rare Drop Announce. (bugreport:4037) - Fixed an extra space in item script. (bugreport:4032) - Renamed the upgrade_svn file in last commit to match revision number. - Updated SQL item/mob databases to latest. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14243 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-11-03* Added battle_config.mob_slave_keep_target config option (monster.conf)L0ne_W0lf1-0/+3
- When yes (default) MVP slaves will always keep their prior targets. - When no the old behavior of switching to the closest target is enabled. * Updated MAX_MOB_DB to 4000 (Monsters are starting to appear in the 2k ranges) * Changed default respawn time (when 0) to 500 from 5000. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14119 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-07-11* Some updates for range check. (bugreport:3339)Inkfish1-2/+2
- Monsters shouldn't use skills if the target is within its attack range but is out of the skill range. - Monsters' skill range is no longer 9 by default. - Range for players' attacks and skills should always check for a circular area. - The range of Magnetic Earth is 2. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13944 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-04-11Inverted the way monster_ai 0x200 works, default is 0 again (followup to ↵ultramage1-5/+5
r13667). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13668 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-04-10Default value for monster_ai is now 0x200.L0ne_W0lf1-1/+1
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13667 54d463be-8e91-2dee-dedb-b68131a5f0ec
2008-03-07- Added config settings mob_active_time and boss_active_time, what they do ↵skotlex1-0/+5
is specify a duration during which monsters will keep running their active AI after all players have left their vecinity. Their current defaults are set to 0 (disabled). - Script induced status changes can now be reduced by stats/cards (but only trigger rate is reduced, not duration) - Battle delay timers will now check if the target player has the invincible timer active or not. - Adjusted mob_ai_sub_hard to return a bool indicating whether the AI was executed or not. - Adjusted clif_damage and clif_skill_damage to set the endure type value based on dmotion and damage, rather than hardchecking for SC_ENDURE. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12315 54d463be-8e91-2dee-dedb-b68131a5f0ec
2008-02-14- Added some new config settings: homunculus_autoloot, idle_no_autoloot, ↵zephyrus1-0/+6
max_guild_alliance. - Added a code to activate a Kill Steal protection and the required mapflags. * (I will explain this later on forums). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12203 54d463be-8e91-2dee-dedb-b68131a5f0ec
2007-09-24* Limited manual detection of data truncation to string/enum/blob columns.FlavioJS1-0/+201
* Renamed conf-tmpl to conf. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11284 54d463be-8e91-2dee-dedb-b68131a5f0ec