jimboy092032 Posted March 25, 2023 Posted March 25, 2023 Anyone how can I disable the monster from entering the warp portal Quote
Sapito Sucio Posted March 26, 2023 Posted March 26, 2023 I guess you modified the monster_ai parameter and forgot about it; // Defines various mob AI related settings. (Note 3) // 0x0001: When enabled mobs will update their target cell every few iterations // (normally they never update their target cell until they reach it while // chasing) // 0x0002: 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) // 0x0004: 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. // 0x0008: 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) // 0x0010: If set, mob skills defined for friends will also trigger on themselves. // 0x0020: 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. // 0x0040: 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) // 0x0080: 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. // 0x0100: 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) // 0x0200: 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. // 0x0400: Set this to make mobs have a range of 9 for all skills. Otherwise, they // will obey the normal skill range rules. // 0x0800: When set, monsters that are provoked will always change target to the // provoking person, even if they would usually not change target on attack. // 0x1000: When set, when a monster picks a skill but can't use it because there is // no valid target in range, it will look for another skill it can use. // This makes e.g. Greatest General use "Earth Spike" at range 8-9 whereas // officially it would only use it after already having used "Blind Attack" // at range 0-7. // Example: 0x140 -> Chase players through warps + use skills in random order. monster_ai: 0 You are setting // 0x0040: 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) Quote
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