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authorAndrei Karas <akaras@inbox.ru>2014-12-07 13:44:14 +0300
committerAndrei Karas <akaras@inbox.ru>2014-12-07 13:44:14 +0300
commit61cf1e0ecee56a35e48826b8bf75254fd433331f (patch)
tree80c1f71e2248f4c8b637976e7b0cfed564db3441 /conf
parent6eeae2ee499b4aec7b9f771c75ff09264d79c8fd (diff)
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update conf files for latest codebase.
Diffstat (limited to 'conf')
-rw-r--r--conf/battle/monster.conf16
-rw-r--r--conf/battle/skill.conf14
2 files changed, 22 insertions, 8 deletions
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf
index 9ca8df825..d52987ac0 100644
--- a/conf/battle/monster.conf
+++ b/conf/battle/monster.conf
@@ -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
diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf
index 1bb58211a..028228729 100644
--- a/conf/battle/skill.conf
+++ b/conf/battle/skill.conf
@@ -295,11 +295,9 @@ mob_max_skilllvl: 100
// 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
+// On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to
+// south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the
+// edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you
+// punch a hole into SG it will for example create a "suck in" effect.
+// If you disable this setting, the knockback direction will be completely random (eAthena style).
+stormgust_knockback: yes