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Renewal Features in Pre-Renewal Mode


Strand

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Hi community. It is the way like the title says.

 

I'm using rAthena and i had deactivated the Renewal mode on (renewal.h) and everything seems to be perfect, but, there are some renewal features that keeps even though the server is set to Pre-Renewal mode, like:

 

  1. The Cast Fail when a Mob gets out of range or there is an obstacle on the way: It happens against or in favor of the player. If you cast some skill on a player or mob and this one just keep running away and gets out of range or an map obstacle goes with it, the skill just fails. I would like to reverse this fact but i can't either find where to modify it.
  2. The MvP Aggro is wrong; in Renewal, when you are attacking an MvP it attacks you, but, if he sees another player nearby him, it changes the target for the nearest one. I want it to be like Pre-Renewal like, if you are attacking some MvP and someone passes by, it would ignore him and keep attacking the attacker. If you could help me how to change it it would be awesome cause i've been searching everywhere and i can't find anything solid.
  3. The Hitlocking thing; When you attack a monster with a certain aspd (190) being a Hunter, the monster would not stop walking to you anytime... it just keeps going forward like if he had Endure for ever... i tried to change it on battle/monster.conf but i didn't cause any effect on it. This is the line that i modified:
// Monster damage delay rate (Note 1)
// Setting to no/0 is like they always have endure.
monster_damage_delay_rate: 100

I hope you can help me with these little things...

 

I'm going crazy right now....

 

Thank you. :)

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im having this problem did you solve it?

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These have nothing to do with pre-renewal and renewal.

 

1. When the target moves behind an obstacle, the attack won't deal any damage. That's official behavior for both renewal and pre-renewal. Range should not matter for both. You can still be hit when you're on the other side of the map as long as there's no obstacle in between. Last time I checked it already worked like that.

 

2. MVPs switch target only when attacked by a normal attack from within their attack range + 1. That's the case in both pre-renewal and renewal. MVPs only switch to the closest target when in chase mode. Should already be working like that on rAthena default. I implemented that properly just a few months ago.

 

3. Hitlocking is a complicated topic. I haven't figured out how it should work. For me it feels I can actually slow down monsters, even bosses, sometimes but half of the time it doesn't work at all. We tried so much with improving the hitlock, but nobody managed it to get it right yet.

 

Feel free to try around yourself, it's all in unit.c:

int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
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