Corrected documentation on monster respawn delay1/delay2 fields to reflect actual server behavior (followup to r11964).

Long ago they meant "delay since last spawn/death"; the current meaning is "fixed base delay + random variance".

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14991 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2011-11-08 22:19:51 +00:00
parent 00efb99e6b
commit 2da1b94830
2 changed files with 5 additions and 8 deletions

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@ -331,13 +331,10 @@ below).
Amount is the amount of monsters that will be spawned when this command is
executed, it is affected by spawn rates in 'battle_athena.conf'.
Delay1 and delay2 are the monster respawn delays - the first one counts the time
since a monster defined in this spawn was last respawned and the second one
counts the time since the monster of this spawn was last killed. Whichever turns
out to be higher will be used. If the resulting number is smaller than a random
value between 5 and 10 seconds, this value will be used instead. (Which is
normally the case if both delay values are zero.) The times are given in
1/1000ths of a second.
Delay1 and delay2 control monster respawn delays - the first one is the fixed
base respawn time, and the second is random variance on top of the base time.
Both values are given in miliseconds (1000 = 1 second).
Note that the server also enforces a minimum respawn delay of 5 seconds.
You can specify a custom level to use for the mob different from the one of
the database by adjoining the level after the name with a comma. eg:

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@ -269,7 +269,7 @@ struct spawn_data {
signed short xs,ys;
unsigned short num; //Number of mobs using this structure
unsigned short active; //Number of mobs that are already spawned (for mob_remove_damaged: no)
unsigned int delay1,delay2; //Min delay before respawning after spawn/death
unsigned int delay1,delay2; //Spawn delay (fixed base + random variance)
struct {
unsigned int size :2; //Holds if mob has to be tiny/large
unsigned int ai :2; //Holds if mob is special ai.