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authorMichieru <Michieru@users.noreply.github.com>2014-11-03 11:46:22 +0100
committerMichieru <Michieru@users.noreply.github.com>2014-11-03 11:46:22 +0100
commitb8abf962fd079bc3cad4498aa968f2318d1f5fde (patch)
tree941b9d312ded4e3b75360febb73922a79637c10c /conf
parent1c76a4249ea878bd133c16a7e8b799d51b7e8594 (diff)
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* 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
Diffstat (limited to 'conf')
-rw-r--r--conf/battle/misc.conf13
-rw-r--r--conf/battle/monster.conf2
2 files changed, 10 insertions, 5 deletions
diff --git a/conf/battle/misc.conf b/conf/battle/misc.conf
index dd3d57aaa..b9aaa2356 100644
--- a/conf/battle/misc.conf
+++ b/conf/battle/misc.conf
@@ -80,10 +80,15 @@ duel_time_interval: 60
// Restrict duel usage to same map
duel_only_on_same_map: no
-// Determines max number of characters that can stack within a single cell.
-// NOTE: For this setting to make effect you have to use a server compiled with
-// Cell Stack Limit support (see src/map/map.h)
-cell_stack_limit: 1
+// Determines max number of characters that can stack within a single cell.
+// Official - Only affects the walking routines of characters, including monsters.
+// If a unit stops walking and is on a cell with more than stack limit
+// characters on it, it will walk to the closest free cell.
+// Custom - This variation will make every full cell to be considered a wall.
+// NOTE: For this setting to take effect you have to use a server compiled
+// with Cell Stack Limit support (see src/map/map.h)
+official_cell_stack_limit: 1
+custom_cell_stack_limit: 1
// Allow autotrade only in map with autotrade flag?
// Set this to "no" will allow autotrade where no "autotrade" mapflag is set
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf
index 6f63f55be..b26bda207 100644
--- a/conf/battle/monster.conf
+++ b/conf/battle/monster.conf
@@ -58,7 +58,7 @@ monster_ai: 0
// 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.).
+// moving after they lost their target (hide, no line of sight, etc.).
monster_chase_refresh: 3
// Should mobs be able to be warped (add as needed)?