From c813ffe0ba08d3330397da4116b25bfe374a6116 Mon Sep 17 00:00:00 2001 From: Michieru Date: Thu, 2 Oct 2014 12:07:50 +0200 Subject: * 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) --- conf/battle/monster.conf | 15 ++++++++++++--- 1 file changed, 12 insertions(+), 3 deletions(-) (limited to 'conf/battle/monster.conf') diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf index 50d661087..9ca8df825 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 (official) +// 2: Every 2 cells moved +// 3: Every 3 cells moved (previous setting) +// 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 + // Should mobs be able to be warped (add as needed)? // 0: Disable. // 1: Enable mob-warping when standing on NPC-warps -- cgit v1.2.3-70-g09d2