diff options
Diffstat (limited to 'conf')
-rw-r--r-- | conf/battle/feature.conf | 5 | ||||
-rw-r--r-- | conf/battle/misc.conf | 13 | ||||
-rw-r--r-- | conf/battle/monster.conf | 31 | ||||
-rw-r--r-- | conf/battle/skill.conf | 6 |
4 files changed, 45 insertions, 10 deletions
diff --git a/conf/battle/feature.conf b/conf/battle/feature.conf index 161ea324d..000bc318b 100644 --- a/conf/battle/feature.conf +++ b/conf/battle/feature.conf @@ -27,3 +27,8 @@ feature.banking: on // Feature became unstable on clients 2012 onwards (exact date not known), // it has been fixed on clients 2013-05-15 onwards however. feature.auction: off + +// Roulette (Note 1) +// Requires: 2014-10-22bRagexe or later +// Off by default while test version is out; enable at your own risk -- the mean dev. +feature.roulette: off 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 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 diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf index 10cca4af7..e6828749b 100644 --- a/conf/battle/skill.conf +++ b/conf/battle/skill.conf @@ -69,9 +69,9 @@ skill_out_range_consume: no skillrange_by_distance: 14 // Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3) -// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is -// set, the range of all skills is 9 for monsters. -skillrange_from_weapon: 30 +// NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used. +// Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400. +skillrange_from_weapon: 0 // Should a check on the caster's status be performed in all skill attacks? // When set to yes, meteors, storm gust and any other ground skills will have |