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author | Michieru <Michieru@users.noreply.github.com> | 2014-10-02 12:07:50 +0200 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-10-02 12:07:50 +0200 |
commit | c813ffe0ba08d3330397da4116b25bfe374a6116 (patch) | |
tree | aed8adf2182e457961c986ed03d5755ff8515bfe /sql-files/item_db2.sql | |
parent | d8c84637efc7513503c4248e5f95bac6ba378d5c (diff) | |
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* 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)
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