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
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@ -331,13 +331,10 @@ below).
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Amount is the amount of monsters that will be spawned when this command is
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executed, it is affected by spawn rates in 'battle_athena.conf'.
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Delay1 and delay2 are the monster respawn delays - the first one counts the time
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since a monster defined in this spawn was last respawned and the second one
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counts the time since the monster of this spawn was last killed. Whichever turns
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out to be higher will be used. If the resulting number is smaller than a random
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value between 5 and 10 seconds, this value will be used instead. (Which is
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normally the case if both delay values are zero.) The times are given in
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1/1000ths of a second.
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Delay1 and delay2 control monster respawn delays - the first one is the fixed
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base respawn time, and the second is random variance on top of the base time.
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Both values are given in miliseconds (1000 = 1 second).
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Note that the server also enforces a minimum respawn delay of 5 seconds.
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You can specify a custom level to use for the mob different from the one of
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the database by adjoining the level after the name with a comma. eg:
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@ -269,7 +269,7 @@ struct spawn_data {
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signed short xs,ys;
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unsigned short num; //Number of mobs using this structure
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unsigned short active; //Number of mobs that are already spawned (for mob_remove_damaged: no)
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unsigned int delay1,delay2; //Min delay before respawning after spawn/death
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unsigned int delay1,delay2; //Spawn delay (fixed base + random variance)
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struct {
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unsigned int size :2; //Holds if mob has to be tiny/large
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unsigned int ai :2; //Holds if mob is special ai.
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