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authorshennetsind <ind@henn.et>2014-11-03 08:15:05 -0200
committershennetsind <ind@henn.et>2014-11-03 08:15:05 -0200
commitbee4c9d36f4a27e39cc76dc5d6c5f876ed44a678 (patch)
tree79f9aec5171e8aed2d701bf67167f260e05f41db /conf/battle/monster.conf
parent239d480487e24294975f35ed55f210837ad1088e (diff)
parentce3f4bfbe016ea69c855146667ba9bd9e0e2e221 (diff)
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Merge branch 'master' of github.com:HerculesWS/Hercules
Signed-off-by: shennetsind <ind@henn.et> Conflicts: src/map/battle.c
Diffstat (limited to 'conf/battle/monster.conf')
-rw-r--r--conf/battle/monster.conf22
1 files changed, 19 insertions, 3 deletions
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf
index 9ca8df825..6f63f55be 100644
--- a/conf/battle/monster.conf
+++ b/conf/battle/monster.conf
@@ -52,14 +52,14 @@ monster_ai: 0
// How often should a monster rethink its chase?
// 0: Every 100ms (MIN_MOBTHINKTIME)
-// 1: Every cell moved (official)
+// 1: Every cell moved
// 2: Every 2 cells moved
-// 3: Every 3 cells moved (previous setting)
+// 3: Every 3 cells moved (official)
// x: Every x cells moved
// Regardless of this setting, a monster will always rethink its chase if it has
// reached its target. Increase this value if you want to make monsters continue
// moving after they lost their target (hide, loot picked, etc.).
-monster_chase_refresh: 1
+monster_chase_refresh: 3
// Should mobs be able to be warped (add as needed)?
// 0: Disable.
@@ -216,3 +216,19 @@ mvp_tomb_enabled: yes
// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)
// Default: no
mob_size_influence: no
+
+// How should a monster be trapped by an icewall casted directly on it?
+// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of
+// them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use
+// idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use
+// idle and rudeattacked skills (when attacked).
+// 0: Monster won't be stuck in icewall at all.
+// 1: Monster will behave like a trapped monster.
+// 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall.
+// NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other
+// servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting
+// icewall completely blocked on all maps that have boss monsters on them.
+// Default (least exploitable): mob - 75, boss - 0
+// Default (most official): mob - 220, boss - 1
+mob_icewall_walk_block: 220
+boss_icewall_walk_block: 1 \ No newline at end of file