summaryrefslogtreecommitdiff
path: root/conf/battle/monster.conf
diff options
context:
space:
mode:
Diffstat (limited to 'conf/battle/monster.conf')
-rw-r--r--conf/battle/monster.conf31
1 files changed, 28 insertions, 3 deletions
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf
index 50d661087..b26bda207 100644
--- a/conf/battle/monster.conf
+++ b/conf/battle/monster.conf
@@ -29,9 +29,7 @@ monster_max_aspd: 199
// 0x004: If not set, mobs that can change target only do so when melee attacked
// (distance player/mob < 3), otherwise mobs may change target and chase
// ranged attackers. This flag also overrides the 'provoke' target.
-// 0x008: If set, when a mob loses track of their target, they stop walking
-// immediately. Otherwise, they continue to their last target tile. When
-// set mobs also scatter as soon as they lose their target. Use this mode
+// 0x008: When set, mobs scatter as soon as they lose their target. Use this mode
// to make it much harder to mob-train by hiding and collecting them on a
// single spot (ie: GrimTooth training)
// 0x010: If set, mob skills defined for friends will also trigger on themselves.
@@ -52,6 +50,17 @@ monster_max_aspd: 199
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0
+// How often should a monster rethink its chase?
+// 0: Every 100ms (MIN_MOBTHINKTIME)
+// 1: Every cell moved
+// 2: Every 2 cells moved
+// 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, no line of sight, etc.).
+monster_chase_refresh: 3
+
// Should mobs be able to be warped (add as needed)?
// 0: Disable.
// 1: Enable mob-warping when standing on NPC-warps
@@ -207,3 +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