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-rw-r--r--conf/battle/feature.conf5
-rw-r--r--conf/battle/misc.conf13
-rw-r--r--conf/battle/monster.conf31
-rw-r--r--conf/battle/skill.conf6
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