Golem1988 Posted September 16, 2012 Group: Members Topic Count: 57 Topics Per Day: 0.01 Content Count: 162 Reputation: 1 Joined: 08/08/12 Last Seen: December 10, 2023 Share Posted September 16, 2012 (edited) So, met next problem: // 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 melee attacked // (distance player/mob < 3), otherwise mobs may change target and chase // ranged attackers. This flag also overrides the 'provoke' target. // 0x008: If set, when a mob loses track of their target, they stop walking // inmediately. Otherwise, they continue to their last target tile. When // set mobs also 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 vecinity // 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) // 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. // Example: 0x140 -> Chase players through warps + use skills in random order. If we see the example: 0x140= 0x100 + 0x040 okay... But 0x140 also = 0x100+ 0x020 + 0x010 + 0x008 + 0x002. Okay, if we take 0x012 for example, we can get: 0x010 + 0x002 or 0x004 + 0x008 and so on... So, which way server detects what I REALLY want when setting 0x140? Met this moment interesting while seing mobs doesn't follow their settings properly... Maybe better system should be 2x4x8x16x32x64x128 and so on? As I know, those numerals doesn't mess up 0x130 is definetely 0x128 + 0x002... So, please explain this thing to me, if I have something missunderstood Thanks ) Edited September 16, 2012 by Golem1988 Link to comment Share on other sites More sharing options...
Brian Posted September 16, 2012 Group: Members Topic Count: 75 Topics Per Day: 0.02 Content Count: 2223 Reputation: 593 Joined: 10/26/11 Last Seen: June 2, 2018 Share Posted September 16, 2012 If we see the example: 0x140= 0x100 + 0x040okay... But 0x140 also = 0x100+ 0x020 + 0x010 + 0x008 + 0x002. Those 0x numbers are hexadecimal (base 16, not base 10). 0x100 + 0x020 + 0x010 + 0x008 + 0x002 actually equals 0x13A, not 0x140. Maybe better system should be 2x4x8x16x32x64x128 and so on? As I know, those numerals doesn't mess up Actually, the config bits are like that 0x001 = 1 0x002 = 2 0x004 = 4 0x008 = 8 0x010 = 16 0x020 = 32 0x040 = 64 0x080 = 128 1 Link to comment Share on other sites More sharing options...
Golem1988 Posted September 17, 2012 Group: Members Topic Count: 57 Topics Per Day: 0.01 Content Count: 162 Reputation: 1 Joined: 08/08/12 Last Seen: December 10, 2023 Author Share Posted September 17, 2012 Those 0x numbers are hexadecimal (base 16, not base 10). 0x100 + 0x020 + 0x010 + 0x008 + 0x002 actually equals 0x13A, not 0x140. How did you calculate that? X_X Tell me please, how to write the right ones. Cause there's a problem, because I don't get this system Be kind, can't you tell me, what should I put in there if I want 1 + 2 + 100 + 200... it should be 0x303, isn't it? Link to comment Share on other sites More sharing options...
nanakiwurtz Posted September 17, 2012 Group: Members Topic Count: 81 Topics Per Day: 0.02 Content Count: 1654 Reputation: 583 Joined: 08/09/12 Last Seen: January 14, 2020 Share Posted September 17, 2012 0x100+ 0x020 + 0x010 + 0x008 + 0x002 = 0x13A not 0x140 The value won't be mixed up even when they are added together, because it's binary, it uses 1 and 0 boolean flag... 0x130 is definetely 0x128 + 0x002... Nope, 0x128+0x002 = 0x12A. When you see a number with 0x as it's prefix, it means it's a hex value, don't mix with ordinary decimal calculation where 8+2 = 10, in Hex 8+2=A. Link to comment Share on other sites More sharing options...
malufett Posted September 17, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 554 Reputation: 70 Joined: 04/04/12 Last Seen: November 8, 2013 Share Posted September 17, 2012 use calculator on its programmer's view so that you can do arithmetic operations with hex,dec,bin and oct with ease.. 2 Link to comment Share on other sites More sharing options...
Brian Posted September 17, 2012 Group: Members Topic Count: 75 Topics Per Day: 0.02 Content Count: 2223 Reputation: 593 Joined: 10/26/11 Last Seen: June 2, 2018 Share Posted September 17, 2012 How did you calculate that? X_X Be kind, can't you tell me, what should I put in there if I want 1 + 2 + 100 + 200... it should be 0x303, isn't it? Correct, 0x001 + 0x002 + 0x100 + 0x200 = 0x303. As malufett said, you can use Windows Calculator: View > Programmer, then click Hex. Link to comment Share on other sites More sharing options...
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