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authorAndrei Karas <akaras@inbox.ru>2014-12-14 17:22:17 +0300
committerAndrei Karas <akaras@inbox.ru>2014-12-14 17:22:17 +0300
commit2ff93ac481f12792739075a275815f0ae63c22dc (patch)
tree9f4cfe8cc21a9fc6d00a6e7ea48b80fe5f67cf6d /conf
parent6ca564c1a9d3eb5128d5d40a1ff911cb0269d8e8 (diff)
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update conf/battle to latest configs from upstream.
Diffstat (limited to 'conf')
-rw-r--r--conf/battle/battle.conf7
-rw-r--r--conf/battle/feature.conf5
-rw-r--r--conf/battle/homunc.conf4
-rw-r--r--conf/battle/misc.conf13
-rw-r--r--conf/battle/monster.conf10
5 files changed, 27 insertions, 12 deletions
diff --git a/conf/battle/battle.conf b/conf/battle/battle.conf
index 2e84a23e5..42d9a7262 100644
--- a/conf/battle/battle.conf
+++ b/conf/battle/battle.conf
@@ -103,7 +103,12 @@ weapon_defense_type: 0
magic_defense_type: 0
// Change attacker's direction to face opponent on every attack? (Note 3)
-attack_direction_change: 15
+// NOTE: On official servers knockback of some skills like Firewall is always based on the
+// last direction walked. Even when attacking in a completely different direction, the
+// knockback direction won't change, so e.g. if you walk north and then attack an enemy to
+// the south you will still be knocked back to the south by Firewall. Immobile monsters
+// will always be knocked back to the south as their default direction is north.
+attack_direction_change: 0
// For those who is set, their innate attack element is "not elemental"
// (100% versus on all defense-elements) (Note 3)
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/homunc.conf b/conf/battle/homunc.conf
index a7b96cb26..a33eab8ea 100644
--- a/conf/battle/homunc.conf
+++ b/conf/battle/homunc.conf
@@ -18,13 +18,13 @@
// stat window (by default they don't crit)
// 0x020: Their Min-Matk is always the same as their max
// 0x040: Skill re-use delay is reset when they are vaporized.
-hom_setting: 0x3D
+hom_setting: 0x1D
// The rate a homunculus will get friendly by feeding it. (Note 2)
homunculus_friendly_rate: 100
// Can you name a homunculus more then once? (Note 1)
-hom_rename: yes
+hom_rename: no
// Intimacy needed to use Evolved Vanilmirth's Bio Explosion
hvan_explosion_intimate: 45000
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 d52987ac0..b26bda207 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
+// 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.
@@ -231,4 +231,4 @@ mob_size_influence: no
// Default (least exploitable): mob - 75, boss - 0
// Default (most official): mob - 220, boss - 1
mob_icewall_walk_block: 220
-boss_icewall_walk_block: 1
+boss_icewall_walk_block: 1 \ No newline at end of file