[1] | 1 | // ______ __ __ |
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| 2 | // /\ _ \/\ \__/\ \ |
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| 3 | // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ |
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| 4 | // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ |
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| 5 | ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ |
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| 6 | //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ |
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| 7 | // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ |
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| 8 | // _ _ _ _ _ _ _ _ _ _ _ _ _ |
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| 9 | // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ |
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| 10 | //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) |
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| 11 | // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ |
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| 12 | // |
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| 13 | //-------------------------------------------------------------- |
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| 14 | // eAthena Battle Configuration File |
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| 15 | // Originally Translated by Peter Kieser <pfak@telus.net> |
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| 16 | // Made in to plainer English by Ancyker |
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| 17 | //-------------------------------------------------------------- |
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| 18 | // Note 1: Value is a config switch (on/off, yes/no or 1/0) |
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| 19 | // Note 2: Value is in percents (100 means 100%) |
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| 20 | // Note 3: Value is a bit field. If no description is given, |
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| 21 | // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun) |
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| 22 | //-------------------------------------------------------------- |
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| 23 | |
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| 24 | // [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2) |
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| 25 | mvp_hp_rate: 100 |
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| 26 | |
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| 27 | // The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2) |
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| 28 | monster_hp_rate: 100 |
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| 29 | |
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| 30 | // The maximum attack speed of a monster |
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| 31 | monster_max_aspd: 199 |
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| 32 | |
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| 33 | // Defines various mob AI related settings. (Note 3) |
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| 34 | // 0x001: When enabled mobs will update their target cell every few iterations |
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| 35 | // (normally they never update their target cell until they reach it while |
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| 36 | // chasing) |
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| 37 | // 0x002: Makes mob use their "rude attack" skill (usually warping away) if they |
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| 38 | // are attacked and they can't attack back regardless of how they were |
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| 39 | // attacked (eg: GrimTooth), otherwise, their rude attack" is only activated |
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| 40 | // if they can't melee reach the target (eg: sniping) |
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| 41 | // 0x004: If not set, mobs that can change target only do so when melee attacked |
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| 42 | // (distance player/mob < 3), otherwise mobs may change target and chase |
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| 43 | // ranged attackers. This flag also overrides the 'provoke' target. |
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| 44 | // 0x008: If set, when a mob loses track of their target, they stop walking |
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| 45 | // inmediately. Otherwise, they continue to their last target tile. When |
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| 46 | // set mobs also scatter as soon as they lose their target. Use this mode |
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| 47 | // to make it much harder to mob-train by hiding and collecting them on a |
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| 48 | // single spot (ie: GrimTooth training) |
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| 49 | // 0x010: If set, mob skills defined for friends will also trigger on themselves. |
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| 50 | // 0x020: When set, the monster ai is executed for all monsters in maps that |
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| 51 | // have players on them, instead of only for mobs who are in the vecinity |
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| 52 | // of players. |
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| 53 | // 0x040: When set, when the mob's target changes map, the mob will walk towards |
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| 54 | // any npc-warps in it's sight of view (use with mob_npc_warp below) |
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| 55 | // 0x100: When set, a mob will pick a random skill from it's list and start from |
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| 56 | // that instead of checking skills in orders (when unset, if a mob has too |
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| 57 | // many skills, the ones near the end will rarely get selected) |
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| 58 | // 0x200: When set, a mob's skill re-use delay will be applied to all entries of |
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| 59 | // the same skill, instead of only that particular entry (eg: Mob has heal |
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| 60 | // on six lines for different conditions, when set, whenever one of the six |
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| 61 | // trigger, all of them will share the delay |
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| 62 | // 0x400: By default mobs have a range of 9 for all skills. Set this to enforce |
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| 63 | // the normal skill range rules on them. |
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| 64 | // Example: 0x140 -> Chase players through warps + use skills in random order. |
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| 65 | monster_ai: 0 |
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| 66 | |
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| 67 | // Should mobs be able to be warped (add as needed)? |
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| 68 | // 0: Disable. |
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| 69 | // 1: Enable mob-warping when standing on NPC-warps |
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| 70 | // 2: Enable mob-warping when standing on Priest Warp Portals |
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| 71 | // 4: Disable warping when the target map is a 'nobranch' map. |
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| 72 | mob_warp: 0 |
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| 73 | |
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| 74 | // If these are set above 0, they define the time (in ms) during which monsters |
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| 75 | // will have their 'AI' active after all players have left their vecinity. |
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| 76 | mob_active_time: 0 |
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| 77 | boss_active_time: 0 |
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| 78 | |
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| 79 | // Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2) |
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| 80 | view_range_rate: 100 |
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| 81 | |
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| 82 | // Chase Range is the base minimum-chase that a mob gives before giving up |
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| 83 | // (as long as the target is outside their field of view). This is the range3 |
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| 84 | // column in the mob_db. (Note 2) |
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| 85 | chase_range_rate: 100 |
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| 86 | |
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| 87 | // Allow monsters to be aggresive and attack first? (Note 1) |
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| 88 | monster_active_enable: yes |
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| 89 | |
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| 90 | // Should the mob_db names override the mob names specified in the spawn files? |
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| 91 | // 0: No |
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| 92 | // 1: always use the mob_db Name column (english mob name) |
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| 93 | // 2: always use the mob_db JName column (original Kro mob name) |
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| 94 | override_mob_names: 0 |
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| 95 | |
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| 96 | // Monster damage delay rate (Note 1) |
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| 97 | // Setting to no/0 is like they always have endure. |
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| 98 | monster_damage_delay_rate: 100 |
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| 99 | |
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| 100 | // Looting monster actions. |
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| 101 | // 0 = Monster will consume the item. |
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| 102 | // 1 = Monster will not consume the item. |
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| 103 | monster_loot_type: 0 |
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| 104 | |
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| 105 | // Chance of mob casting a skill (Note 2) |
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| 106 | // Higher rates lead to 100% mob skill usage with no/few normal attacks. |
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| 107 | // Set to 0 to disable mob skills. |
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| 108 | mob_skill_rate: 100 |
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| 109 | |
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| 110 | // Mob skill delay adjust (Note 2) |
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| 111 | // After a mob has casted a skill, there is a delay before being able to |
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| 112 | // re-cast it. Note that skills with a delay of 0 can't be affected by this |
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| 113 | // setting. |
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| 114 | mob_skill_delay: 100 |
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| 115 | |
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| 116 | // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2) |
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| 117 | mob_count_rate: 100 |
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| 118 | |
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| 119 | // Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2) |
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| 120 | //Note: This does not affects mobs with inmediate respawn (most normal mobs) |
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| 121 | mob_spawn_delay: 100 |
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| 122 | plant_spawn_delay: 100 |
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| 123 | boss_spawn_delay: 100 |
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| 124 | |
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| 125 | // Should mobs not spawn within the viewing range of players? |
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| 126 | // 0 is disabled, otherwise it is the number of retries before giving up |
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| 127 | // and spawning the mob within player-view anyway, unless the max (100) is used, |
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| 128 | // in which case the mob will not be spawned, and it'll be retried again in |
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| 129 | // 5 seconds. |
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| 130 | // NOTE: This has no effect on mobs that always spawn on the very same cell |
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| 131 | // (like ant eggs) except if you set it to the max. |
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| 132 | no_spawn_on_player: 0 |
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| 133 | |
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| 134 | // Should spawn coordinates in the mob-spawn files be ignored? (Note 1) |
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| 135 | // If set to yes, all monsters will have a random respawn spot across the whole |
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| 136 | // map regardless of what the mob-spawn file says. |
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| 137 | force_random_spawn: no |
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| 138 | |
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| 139 | // Do summon slaves inherit the passive/aggressive traits of their master? |
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| 140 | // 0: No, retain original mode. |
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| 141 | // 1: Slaves are always aggressive. |
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| 142 | // 2: Slaves are always passive. |
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| 143 | // 3: Same as master's aggressive/passive state. |
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| 144 | slaves_inherit_mode: 2 |
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| 145 | |
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| 146 | // Do summon slaves have the same walking speed as their master? |
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| 147 | // NOTE: The default is 3 for official servers. |
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| 148 | // 0: Never. |
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| 149 | // 1: If the master can walk |
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| 150 | // 2: If the master can't walk (even motionless mobs have a speed |
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| 151 | // entry in their mob_db) |
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| 152 | // 3: Always |
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| 153 | slaves_inherit_speed: 3 |
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| 154 | |
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| 155 | // Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a |
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| 156 | // chance of triggering the master's autospell cards? (Note 1) |
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| 157 | summons_trigger_autospells: yes |
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| 158 | |
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| 159 | // When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself? |
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| 160 | // NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists |
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| 161 | retaliate_to_master: yes |
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| 162 | |
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| 163 | // Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1) |
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| 164 | // eg: Mob attacks player B, and player A casts a skill C. If set to yes and the |
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| 165 | // mob has a skill that is triggered by skill C, then A will be the target of |
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| 166 | // the skill, otherwise B will be targetted by the reaction skill. |
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| 167 | mob_changetarget_byskill: no |
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| 168 | |
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| 169 | // If monster's class is changed will it fully recover HP? (Note 1) |
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| 170 | monster_class_change_full_recover: yes |
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| 171 | |
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| 172 | // Display some mob info next to their name? (add as needed) |
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| 173 | // (does not works on guardian or emperium) |
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| 174 | // 1: Display mob HP (Hp/MaxHp format) |
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| 175 | // 2: Display mob HP (Percent of full life format) |
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| 176 | // 4: Display mob's level |
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| 177 | show_mob_info: 0 |
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| 178 | |
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| 179 | // Zeny from mobs |
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| 180 | zeny_from_mobs: no |
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| 181 | |
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| 182 | // Monsters level up (monster will level up each time a player is killed and they will grow stronger) |
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| 183 | // Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100))) |
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| 184 | // NOTE: Does not apply to WoE Guardians. |
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| 185 | mobs_level_up: no |
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| 186 | mobs_level_up_exp_rate: 1 |
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| 187 | |
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| 188 | // Dynamic Mobs Options |
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| 189 | // Use dynamic mobs? (recommended for small-medium sized servers) |
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| 190 | dynamic_mobs: yes |
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| 191 | |
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| 192 | // Remove Mobs even if they are hurt |
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| 193 | mob_remove_damaged: yes |
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| 194 | |
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| 195 | // Delay before removing mobs from empty maps (default 5 min = 300 secs) |
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| 196 | mob_remove_delay: 300000 |
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| 197 | |
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| 198 | // Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off) |
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| 199 | // Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10. |
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| 200 | mob_clear_delay: 0 |
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| 201 | |
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| 202 | // Defines on who the mob npc_event gets executed when a mob is killed. |
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| 203 | // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0) |
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| 204 | // Type 0: On the player that did the most damage to the mob. |
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| 205 | // NOTE: This affects who gains the Castle when the Emperium is broken. |
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| 206 | mob_npc_event_type: 1 |
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| 207 | |
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| 208 | // Time in milliseconds to actitave protection against Kill Steal |
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| 209 | // Set to 0 to disable it. |
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| 210 | // If this is activated and a player is using @noks, damage from others players (KS) not in the party |
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| 211 | // will be reduced to 0. |
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| 212 | ksprotection: 0 |
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