From b8abf962fd079bc3cad4498aa968f2318d1f5fde Mon Sep 17 00:00:00 2001 From: Michieru Date: Mon, 3 Nov 2014 11:46:22 +0100 Subject: * No cell stacking implemented (official version) - 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 --- src/map/battle.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/map/battle.h') diff --git a/src/map/battle.h b/src/map/battle.h index 7633691a8..cef54f42a 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -381,7 +381,8 @@ struct Battle_Config { int allow_skill_without_day; // [Komurka] int allow_es_magic_pc; // [Skotlex] int skill_wall_check; // [Skotlex] - int cell_stack_limit; // [Skotlex] + int official_cell_stack_limit; // [Playtester] + int custom_cell_stack_limit; // [Skotlex] int skill_caster_check; // [Skotlex] int sc_castcancel; // [Skotlex] int pc_sc_def_rate; // [Skotlex] -- cgit v1.2.3-60-g2f50