31 Commits

Author SHA1 Message Date
Kezzo
de70e498dc Add missing unit type documentation (#3870)
Added missing unit type documentation
* Fixes #3869.
* Added missing unit type documentation to all battle config files.
Thanks to @Kezzo!
2019-01-17 10:10:31 -05:00
aleos89
cdd4767e8e Follow up to 160f24d
* Corrected the battle_config name for the MVP Tomb delay.
Thanks to @secretdataz!
2016-07-27 19:29:23 -04:00
aleos89
160f24d66a Corrected MVP Tomb behavior (fixes #1429)
* On Aegis there is a 9~ second delay before the tomb is spawned.
2016-07-27 16:49:32 -04:00
aleos89
55e4df14c2 Overhaul of the mob mode system
* This rewrite allows for better adaptation from the Aegis Class and Attribute fields.
* Refactored the renewal level penalty function.
* Slaves are now properly assigned an official slave mode of CanWalk, CanAttack, and NoRandomWalk.
* Removed extra Boss checks and adjusted others to use their proper functions.
* Properly implemented Skill Immunity mode to match Aegis.
* Separated MVP and Boss modes.
-- MVP mode defines when mobs should give MEXP, MVP Drops, and show the MVP sign.
-- MVP now have their own item drop configurations.
* Updated the mob_db and mob_skill_db to match the new mode structure.
-- Included a Perl tool (tools/convert_monstermode.pl) to allow people to convert their custom mobs to the new mode structure.
Thanks to @Playtester and @Lemongrass3110 for help with debugging and information!
2016-04-18 14:49:27 -04:00
Playtester
ecb01c44f4 Monster angry mode and provoke (fixes #1011)
* When provoked, monsters will now only switch targets when they would also change targets on damage
* Added a new option to the mob_ai setting to restore the old behavior (monsters always go after the one casting provoke)
* When casting provoke on an angry mode monster before it was attacked, it will now go for the one casting provoke and not switch back to the closest target
* Angry mode will now always be reset when the monster switches to idle
2016-03-04 21:22:16 +01:00
Playtester
78419baa76 Monster random walk code optimized (fixes #208)
* Monsters will now always find a cell to walk to on first attempt as long as there is at least one cell available
* Performance for searching a cell improved, a monster no longer tries the same cell twice
* Removed the "MOB can't move" warning by default; the warning could appear with legit behavior like using Icewall and actually made the monster re-spawn
* Added a config option to monster.conf, where you can re-enable the warning and the re-spawning again
2016-01-30 14:33:52 +01:00
Playtester
4fdcb2ea61 Official monster/MVP target selection (fixes #926)
* Monsters with mode MD_CHANGETARGET_MELEE will now only change targets on "attack" state if they are attacked by a normal attack
* Monsters will change targets if the target is within "attack range+1" distance instead of a static distance of 3
* When a monster gets attacked, it will now switch to the attacker even if the attacker is farther away than its current target and the current target is auto-attacking it
* Angry mode monsters will now always switch target to the first person that attacked them
2016-01-23 18:14:23 +01:00
Playtester
cccd1496f7 Monster Vulture's Eye and Snake's Eye removed (fixes #916)
* Monsters no longer have Vulture's Eye level 10 and Snake's Eye level 10 learned by default
* When you tank Cecil Damon from 10-14 cells away, she will no longer use her target skills
* Added a configuration with which you can set the level of Vulture's Eye and Snake's Eye that monsters have learned
2016-01-20 21:35:54 +01:00
icxbb-xx
d2d1fd21d3 *Add full Support 2015 client
- New EquipPackets Support v6
- add missing some old packets

Thank you to @Rytech and 3Ceam http://sourceforge.net/projects/v1-3ceam/
2015-11-21 21:33:16 +07:00
Cydh Ramdh
3028c871e3 Added monster config as https://rathena.org/board/topic/101136-toggle-for-loot-search-type-closest-vs-random/
* `monster_loot_search_type` default is `1` for official behavior in e6caa95, and `0` for old Athena style -closest- item.

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-03-30 12:54:09 +07:00
Playtester
b6b6b1366a Autobonus in combos and monster target drop
- Fixed Autobonus not working in combos (bugreport:8300)
  * Combos will now have a "pos" variable that saves the combination of equipment slots used
  * Autobonus now works with combined positions rather than just a single position
  * Autobonus should now also work with all equipment slots instead of just the first 15
  * This does NOT fix problems with multiple auto-bonuses activating at the same time
- Monsters will now stop instantly if their target is completely non-existent
  * This is mainly for looters that had their loot taken
  * Hide and most other situations still use the configuration setting monster_chase_refresh
2014-11-01 12:16:41 +01:00
Playtester
902c920b73 Knockback, stop effects and Skid Trap reworked, monster chase and direction updates, code optimizations
- Created a new function unit_blown_immune that will now serve as the central function to determine if an object can be knocked back or stopped (bugreport:7637)
  * Moved the check code from skill_blown to unit_blown_immune
  * Several stopping effects and traps will now use unit_blown_immune to check if the object can be stopped, if not, the object will always move to its target cell before stopping
  * Bosses and monsters immune to knockback will now no longer be stopped by such traps
  * Expanded the configuration skill_trap_type and moved its checks into unit_blown_immune, so it's possible to switch the "no stop" behavior off for GVG/BG and monsters individually
  * Long-term we should make all skills use this function to check for knockback immunity, it will make the checks a lot cleaner and more centralized
- Monster chase range updates (bugreport:7637)
  * Updated monster_chase_range in monster.conf from 1 to 3; I originally thought official value is 1, but doing some in-depth tests myself I realized it's 3 for the most important situations
  * When a monster cannot issue new "move" commands because it was affected by a status change, but is still moving due to knockback immunity, it will no longer unlock its target and stop
  * Fixed a bug that always caused the chase path monsters calculated to be 1 cell too short causing them to recalculate their path one cell before their goal every single time
- Fixed the direction calculation once again and optimized it at the same time (bugreport:9373)
  * Now the calculated direction is 100% official, really truly, checked it myself with every single cell and various skills
  * Added a new function map_calc_dir_xy that allows to check for a direction between two cells without the need of a block_list
  * map_calc_dir will now just use map_calc_dir_xy to avoid duplicate code
- Implemented Skid Trap properly (bugreport:9373)
  * The direction of the knockback will now be "away from position of the caster during cast" rather than "away from trap"
  * Skid Trap will now stop the target for 3 seconds; this works even in GVG/BG and on bosses, even though the actual knockback doesn't happen
2014-10-30 20:12:18 +01:00
Playtester
b43b855d21 Improved Icewall walk block implementation
- Moved the configuration setting "icewall_walk_block" to monster.conf
- Split the configuration into mob_icewall_walk_block and boss_icewall_walk_block so it can be configured for bosses separately
- Expanded the configuration
  * If the value is set to 1, monsters on an ice wall cell will behave like trapped monsters, that means they won't be able to move at all, they will use idle skills and if they are attacked while nobody is in their attack range, they will use their rudeattacked skills; this is equal to official behavior of bosses
  * If the value is set to 2-255, it will behave as before but monsters in the AI loop now use both idle and chase skills, but will no longer use their rudeattacked skills even if attacked from range; this is equal to official behavior of normal monsters
  * Official values would be "220" for normal monsters (loop until Icewall expiration) and "1" for bosses (behave like trapped monster) on most official servers, but as some official servers have a less exploitable implementation (from looping AI only a limited amount of times up to outright blocking Icewall on all maps with bosses), we decided for less exploitable default values for now which are 75 for normal monsters (loop 15-35 seconds) and 0 for bosses (impossible to trap in Icewall)
- Cleaned up the rudeattacked code a little so it's easier to read
2014-10-28 23:40:39 +01:00
Playtester
cfef8a0088 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)
2014-09-27 23:50:45 +02:00
euphyy
dda3f76534 * Updated custom Warper to v1.4, which adds menus for the new Guild Dungeons.
* Cleaned up spelling and extra spaces in documentation. (credits: Akkarin)
* Sending whisper to a player from an admin account (group 99) will also display the message as a self-announce to the player. (Hercules 8568f17)
* Reins of Mount (12622) can now be used when sitting and will ignore delay when it fails. (Hercules 2316772)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17370 54d463be-8e91-2dee-dedb-b68131a5f0ec
2013-06-17 19:29:50 +00:00
euphyy
1a1ea3075c * Cleaning of script_commands.txt, with db paths updated to reflect pre-re/re changes.
* Follow-up r16905, clarified documentation.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16909 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-11 04:46:11 +00:00
momacabu
2ea2550cad - Added configuration to wheter the monster size would change experience earned, drop rates and the monster status (such as hp, strength etc). Awesome suggestion by Euphy :)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16905 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-10 21:02:55 +00:00
cookiecrumbs
1c121768cb New permissions added for groups: show_bossmobs, disable_pvm and disable_pvp; documented usage in permissions.txt
Fixed a typo in monster.conf.
Removed old functionality from showmobs command to make room for show_bossmobs.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16445 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-07-18 20:06:54 +00:00
greenboxal2
1ccea559bf Added mvp tomb system.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15908 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-04-21 14:00:23 +00:00
gepard1984
e0ea6a4dcd Removed obsolete mob_clear_delay config (since r5707) (bugreport:137)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15532 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-01-31 20:33:14 +00:00
mercurial123
0f47604f2d - Replaced all occurrences of "eAthena" to "rAthena" string
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15251 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-12-24 21:30:42 +00:00
brianluau
29ba2cdf6f - Removed ASCII art from text files (keeping it in the console though).
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15250 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-12-24 20:25:28 +00:00
ai4rei
0f68f25c54 * Fixed monsters getting warped when stepping on an NPC warp when at least one of the bits of setting 'mob_warp' was set (bugreport:4766, since r12757).
- Fixed option 'monster_ai' referring to setting 'mob_npc_warp' rather than 'mob_warp' (follow up to r8135).

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14744 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-03-15 18:10:13 +00:00
brianluau
6f10a38dd9 - Fixed a misleading description. (bugreport:4008)
- Changed the confusing Rare Drop Announce. (bugreport:4037)
- Fixed an extra space in item script. (bugreport:4032)
- Renamed the upgrade_svn file in last commit to match revision number.
- Updated SQL item/mob databases to latest.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14243 54d463be-8e91-2dee-dedb-b68131a5f0ec
2010-02-10 20:46:34 +00:00
L0ne_W0lf
8d0be03e8a * Added battle_config.mob_slave_keep_target config option (monster.conf)
- When yes (default) MVP slaves will always keep their prior targets.
- When no the old behavior of switching to the closest target is enabled.
* Updated MAX_MOB_DB to 4000 (Monsters are starting to appear in the 2k ranges)
* Changed default respawn time (when 0) to 500 from 5000.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14119 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-11-03 01:39:45 +00:00
Inkfish
b1445ca0ae * Some updates for range check. (bugreport:3339)
- Monsters shouldn't use skills if the target is within its attack range but is out of the skill range.
- Monsters' skill range is no longer 9 by default. 
- Range for players' attacks and skills should always check for a circular area.
- The range of Magnetic Earth is 2.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13944 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-07-11 04:48:40 +00:00
ultramage
66f7ed7239 Inverted the way monster_ai 0x200 works, default is 0 again (followup to r13667).
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13668 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-04-11 17:06:24 +00:00
L0ne_W0lf
79907d22b4 Default value for monster_ai is now 0x200.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13667 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-04-10 20:36:13 +00:00
skotlex
92960a166f - Added config settings mob_active_time and boss_active_time, what they do is specify a duration during which monsters will keep running their active AI after all players have left their vecinity. Their current defaults are set to 0 (disabled).
-  Script induced status changes can now be reduced by stats/cards (but only trigger rate is reduced, not duration)
- Battle delay timers will now check if the target player has the invincible timer active or not.
- Adjusted mob_ai_sub_hard to return a bool indicating whether the AI was executed or not.
- Adjusted clif_damage and clif_skill_damage to set the endure type value based on dmotion and damage, rather than hardchecking for SC_ENDURE.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12315 54d463be-8e91-2dee-dedb-b68131a5f0ec
2008-03-07 15:02:32 +00:00
zephyrus
69ae4766ce - Added some new config settings: homunculus_autoloot, idle_no_autoloot, max_guild_alliance.
- Added a code to activate a Kill Steal protection and the required mapflags.
* (I will explain this later on forums).

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12203 54d463be-8e91-2dee-dedb-b68131a5f0ec
2008-02-14 01:18:19 +00:00
FlavioJS
909992ed5a * Limited manual detection of data truncation to string/enum/blob columns.
* Renamed conf-tmpl to conf.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11284 54d463be-8e91-2dee-dedb-b68131a5f0ec
2007-09-24 09:13:50 +00:00