Golem1988 Posted September 16, 2012 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 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 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 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 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 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...