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Corrected documentation on monster respawn delay1/delay2 fields to reflect actual server behavior (followup to r11964).
Long ago they meant "delay since last spawn/death"; the current meaning is "fixed base delay + random variance".

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14991 54d463be-8e91-2dee-dedb-b68131a5f0ec

ultramage 13 年 前
コミット
2da1b94830
2 ファイル変更5 行追加8 行削除
  1. 4 7
      doc/script_commands.txt
  2. 1 1
      src/map/map.h

+ 4 - 7
doc/script_commands.txt

@@ -331,13 +331,10 @@ below).
 Amount is the amount of monsters that will be spawned when this command is 
 executed, it is affected by spawn rates in 'battle_athena.conf'.
 
-Delay1 and delay2 are the monster respawn delays - the first one counts the time 
-since a monster defined in this spawn was last respawned and the second one 
-counts the time since the monster of this spawn was last killed. Whichever turns 
-out to be higher will be used. If the resulting number is smaller than a random 
-value between 5 and 10 seconds, this value will be used instead. (Which is 
-normally the case if both delay values are zero.) The times are given in
-1/1000ths of a second.
+Delay1 and delay2 control monster respawn delays - the first one is the fixed
+base respawn time, and the second is random variance on top of the base time.
+Both values are given in miliseconds (1000 = 1 second).
+Note that the server also enforces a minimum respawn delay of 5 seconds.
 
 You can specify a custom level to use for the mob different from the one of
 the database by adjoining the level after the name with a comma. eg:

+ 1 - 1
src/map/map.h

@@ -269,7 +269,7 @@ struct spawn_data {
 	signed short xs,ys;
 	unsigned short num; //Number of mobs using this structure
 	unsigned short active; //Number of mobs that are already spawned (for mob_remove_damaged: no)
-	unsigned int delay1,delay2; //Min delay before respawning after spawn/death
+	unsigned int delay1,delay2; //Spawn delay (fixed base + random variance)
 	struct {
 		unsigned int size :2; //Holds if mob has to be tiny/large
 		unsigned int ai :2;	//Holds if mob is special ai.