diff options
Diffstat (limited to 'conf')
-rw-r--r-- | conf/battle/monster.conf | 22 | ||||
-rw-r--r-- | conf/battle/skill.conf | 11 |
2 files changed, 20 insertions, 13 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 diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf index 1bb58211a..e6828749b 100644 --- a/conf/battle/skill.conf +++ b/conf/battle/skill.conf @@ -293,13 +293,4 @@ mob_max_skilllvl: 100 // 1: Gutter line system without demi gutter bug // 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41) // Note: If you knock the target out of the area it will only be hit once and won't do splash damage -bowling_bash_area: 0 - -// How many attempts should a monster need until it can escape from 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 cast idle -// and rudeattacked skills (if attacked). Official servers have a safety system that eventually allows monsters to escape -// when their walk routine failed many times in row so they won't stay on the loop endlessly. The time for this seems to be -// around 15 seconds for fast monsters and 35 seconds for slow monsters, this equals about 75 attempts. -// Set this to 0 if you don't want monsters to be stuck in icewalls at all. -icewall_walk_block: 75
\ No newline at end of file +bowling_bash_area: 0
\ No newline at end of file |