From c813ffe0ba08d3330397da4116b25bfe374a6116 Mon Sep 17 00:00:00 2001 From: Michieru Date: Thu, 2 Oct 2014 12:07:50 +0200 Subject: * Rewrote the hard monster AI. Monsters will now behave a lot closer to 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) --- src/map/battle.h | 1 + 1 file changed, 1 insertion(+) (limited to 'src/map/battle.h') diff --git a/src/map/battle.h b/src/map/battle.h index 734a6187d..eeb9897fa 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -353,6 +353,7 @@ struct Battle_Config { int copyskill_restrict; // [Aru] int berserk_cancels_buffs; // [Aru] int mob_ai; //Configures various mob_ai settings to make them smarter or dumber(official). [Skotlex] + int mob_chase_refresh; //How often a monster should refresh its chase [Playtester] int hom_setting; //Configures various homunc settings which make them behave unlike normal characters.. [Skotlex] int dynamic_mobs; // Dynamic Mobs [Wizputer] - battle.conf flag implemented by [random] int mob_remove_damaged; // Dynamic Mobs - Remove mobs even if damaged [Wizputer] -- cgit v1.2.3-60-g2f50