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How to turn off monster idle


kuristoh

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New here, not sure if this is the correct section to post this.

How do I disable monster idle on all monsters (meaning they stop chasing you)


Ex: Mobbing Anolians or Poison Spores they use npc_emotion and go idle.

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You could try to edit one of these in conf/battle/monsters.conf:

// Defines various mob AI related settings. (Note 3)
// 0x001: When enabled mobs will update their target cell every few iterations
//        (normally they never update their target cell until they reach it while
//        chasing)
// 0x002: Makes mob use their "rude attack" skill (usually warping away) if they
//        are attacked and they can't attack back regardless of how they were
//        attacked (eg: GrimTooth), otherwise, their rude attack" is only activated
//        if they can't melee reach the target (eg: sniping)
// 0x004: If not set, mobs that can change target only do so when attacked within a
//        distance of [attack range+1], otherwise mobs may change target and chase 
//        ranged attackers. This flag also overrides the 'provoke' target.
// 0x008: When set, mobs scatter as soon as they lose their target. Use this mode
//        to make it much harder to mob-train by hiding and collecting them on a
//        single spot (ie: GrimTooth training)
// 0x010: If set, mob skills defined for friends will also trigger on themselves.
// 0x020: When set, the monster ai is executed for all monsters in maps that 
//        have players on them, instead of only for mobs who are in the vicinity
//        of players.
// 0x040: When set, when the mob's target changes map, the mob will walk towards
//        any npc-warps in it's sight of view (use with mob_warp below)
// 0x080: If not set, mobs on attack state will only change targets when attacked
//        by normal attacks. Set this if you want mobs to also switch targets when
//        hit by skills.
// 0x100: When set, a mob will pick a random skill from it's list and start from
//        that instead of checking skills in orders (when unset, if a mob has too
//        many skills, the ones near the end will rarely get selected)
// 0x200: When set, a mob's skill re-use delay will not be applied to all entries of
//        the same skill, instead, only to that particular entry (eg: Mob has heal
//        on six lines in the mob_skill_db, only the entry that is actually used
//        will receive the delay). This will make monsters harder, especially MvPs.
// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they 
//        will obey the normal skill range rules.
// 0x800: When set, monsters that are provoked will always change target to the
//        provoking person, even if they would usually not change target on attack.
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0

// How often should a monster rethink its chase?
// 0: Every 100ms (MIN_MOBTHINKTIME)
// 1: Every cell moved
// 2: Every 2 cells moved
// 3: Every 3 cells moved (official)
// x: Every x cells moved
// Regardless of this setting, a monster will always rethink its chase if it has 
// reached its target. Increase this value if you want to make monsters continue
// moving after they lost their target (hide, no line of sight, etc.).
monster_chase_refresh: 3

// Chase Range is the base minimum-chase that a mob gives before giving up
// (as long as the target is outside their field of view). This is the range3
// column in the mob_db. (Note 2)
chase_range_rate: 100

But I don't fully understand what you mean.

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6 minutes ago, n0tttt said:

You could try to edit one of these in conf/battle/monsters.conf:


// Defines various mob AI related settings. (Note 3)
// 0x001: When enabled mobs will update their target cell every few iterations
//        (normally they never update their target cell until they reach it while
//        chasing)
// 0x002: Makes mob use their "rude attack" skill (usually warping away) if they
//        are attacked and they can't attack back regardless of how they were
//        attacked (eg: GrimTooth), otherwise, their rude attack" is only activated
//        if they can't melee reach the target (eg: sniping)
// 0x004: If not set, mobs that can change target only do so when attacked within a
//        distance of [attack range+1], otherwise mobs may change target and chase 
//        ranged attackers. This flag also overrides the 'provoke' target.
// 0x008: When set, mobs scatter as soon as they lose their target. Use this mode
//        to make it much harder to mob-train by hiding and collecting them on a
//        single spot (ie: GrimTooth training)
// 0x010: If set, mob skills defined for friends will also trigger on themselves.
// 0x020: When set, the monster ai is executed for all monsters in maps that 
//        have players on them, instead of only for mobs who are in the vicinity
//        of players.
// 0x040: When set, when the mob's target changes map, the mob will walk towards
//        any npc-warps in it's sight of view (use with mob_warp below)
// 0x080: If not set, mobs on attack state will only change targets when attacked
//        by normal attacks. Set this if you want mobs to also switch targets when
//        hit by skills.
// 0x100: When set, a mob will pick a random skill from it's list and start from
//        that instead of checking skills in orders (when unset, if a mob has too
//        many skills, the ones near the end will rarely get selected)
// 0x200: When set, a mob's skill re-use delay will not be applied to all entries of
//        the same skill, instead, only to that particular entry (eg: Mob has heal
//        on six lines in the mob_skill_db, only the entry that is actually used
//        will receive the delay). This will make monsters harder, especially MvPs.
// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they 
//        will obey the normal skill range rules.
// 0x800: When set, monsters that are provoked will always change target to the
//        provoking person, even if they would usually not change target on attack.
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0

// How often should a monster rethink its chase?
// 0: Every 100ms (MIN_MOBTHINKTIME)
// 1: Every cell moved
// 2: Every 2 cells moved
// 3: Every 3 cells moved (official)
// x: Every x cells moved
// Regardless of this setting, a monster will always rethink its chase if it has 
// reached its target. Increase this value if you want to make monsters continue
// moving after they lost their target (hide, no line of sight, etc.).
monster_chase_refresh: 3

// Chase Range is the base minimum-chase that a mob gives before giving up
// (as long as the target is outside their field of view). This is the range3
// column in the mob_db. (Note 2)
chase_range_rate: 100

But I don't fully understand what you mean.

When you mob a monster, some of them use /swt2 and stop chasing you, like they get tired (which is them going idle). I want to be able to mob monsters without them de-aggroing.

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Then this one might help:

chase_range_rate: 100

I can't test right now but increasing the value will make mobs chase more.

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9 hours ago, n0tttt said:

Then this one might help:

chase_range_rate: 100

I can't test right now but increasing the value will make mobs chase more.

Just tested this, it just increases the range they follow you (like you can run off screen and they still chase you)

I want to make it so the monsters don't get tired and go idle.

 

Please, does anyone know?

How do you make monsters continue to chase and not /swt2

Edited by kuristoh
unfinished thought
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The emotion is related to the @NPC_EMOTION skill from monsters. Some of them use it when looting or chasing or even idle. Maybe if you comment the skill ( from mob_skill_db ) might solve your problem. 

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still unable to turn off monsters going tired ?

help ?

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just add an invisible skill that attacks at the same time that they do the emotion and they should KEEP CHASING YOU... or remove the emotion

pretty sure its a feature

 

look at goats

you try to farm goats on iro and they just use defense and stop chasing you for like 3 seconds /omg

 

 

and like that dude mentioned check your Mob.conf

Edited by lllaaazzz
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