root/conf/battle/monster.conf @ 23

Revision 1, 9.6 kB (checked in by jinshiro, 17 years ago)
Line 
1//      ______  __    __                                 
2//     /\  _  \/\ \__/\ \                               
3//   __\ \ \L\ \ \ ,_\ \ \___      __    ___      __     
4// /'__`\ \  __ \ \ \/\ \  _ `\  /'__`\/' _ `\  /'__`\   
5///\  __/\ \ \/\ \ \ \_\ \ \ \ \/\  __//\ \/\ \/\ \L\.\_
6//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
7// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
8//  _   _   _   _   _   _   _     _   _   _   _   _   _
9// / \ / \ / \ / \ / \ / \ / \   / \ / \ / \ / \ / \ / \
10//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
11// \_/ \_/ \_/ \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ \_/
12//
13//--------------------------------------------------------------
14// eAthena Battle Configuration File
15// Originally Translated by Peter Kieser <pfak@telus.net>
16// Made in to plainer English by Ancyker
17//--------------------------------------------------------------
18// Note 1: Value is a config switch (on/off, yes/no or 1/0)
19// Note 2: Value is in percents (100 means 100%)
20// Note 3: Value is a bit field. If no description is given,
21//         assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun)
22//--------------------------------------------------------------
23
24// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
25mvp_hp_rate: 100
26
27// The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
28monster_hp_rate: 100
29
30// The maximum attack speed of a monster
31monster_max_aspd: 199
32
33// Defines various mob AI related settings. (Note 3)
34// 0x001: When enabled mobs will update their target cell every few iterations
35//        (normally they never update their target cell until they reach it while
36//        chasing)
37// 0x002: Makes mob use their "rude attack" skill (usually warping away) if they
38//        are attacked and they can't attack back regardless of how they were
39//        attacked (eg: GrimTooth), otherwise, their rude attack" is only activated
40//        if they can't melee reach the target (eg: sniping)
41// 0x004: If not set, mobs that can change target only do so when melee attacked
42//        (distance player/mob < 3), otherwise mobs may change target and chase
43//        ranged attackers. This flag also overrides the 'provoke' target.
44// 0x008: If set, when a mob loses track of their target, they stop walking
45//        inmediately. Otherwise, they continue to their last target tile. When
46//        set mobs also scatter as soon as they lose their target. Use this mode
47//        to make it much harder to mob-train by hiding and collecting them on a
48//        single spot (ie: GrimTooth training)
49// 0x010: If set, mob skills defined for friends will also trigger on themselves.
50// 0x020: When set, the monster ai is executed for all monsters in maps that
51//        have players on them, instead of only for mobs who are in the vecinity
52//        of players.
53// 0x040: When set, when the mob's target changes map, the mob will walk towards
54//        any npc-warps in it's sight of view (use with mob_npc_warp below)
55// 0x100: When set, a mob will pick a random skill from it's list and start from
56//        that instead of checking skills in orders (when unset, if a mob has too
57//        many skills, the ones near the end will rarely get selected)
58// 0x200: When set, a mob's skill re-use delay will be applied to all entries of
59//        the same skill, instead of only that particular entry (eg: Mob has heal
60//        on six lines for different conditions, when set, whenever one of the six
61//        trigger, all of them will share the delay
62// 0x400: By default mobs have a range of 9 for all skills. Set this to enforce
63//        the normal skill range rules on them.
64// Example: 0x140 -> Chase players through warps + use skills in random order.
65monster_ai: 0
66
67// Should mobs be able to be warped (add as needed)?
68// 0: Disable.
69// 1: Enable mob-warping when standing on NPC-warps
70// 2: Enable mob-warping when standing on Priest Warp Portals
71// 4: Disable warping when the target map is a 'nobranch' map.
72mob_warp: 0
73
74// If these are set above 0, they define the time (in ms) during which monsters
75// will have their 'AI' active after all players have left their vecinity.
76mob_active_time: 0
77boss_active_time: 0
78
79// Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
80view_range_rate: 100
81
82// Chase Range is the base minimum-chase that a mob gives before giving up
83// (as long as the target is outside their field of view). This is the range3
84// column in the mob_db. (Note 2)
85chase_range_rate: 100
86
87// Allow monsters to be aggresive and attack first? (Note 1)
88monster_active_enable: yes
89
90// Should the mob_db names override the mob names specified in the spawn files?
91// 0: No
92// 1: always use the mob_db Name column (english mob name)
93// 2: always use the mob_db JName column (original Kro mob name)
94override_mob_names: 0
95
96// Monster damage delay rate (Note 1)
97// Setting to no/0 is like they always have endure.
98monster_damage_delay_rate: 100
99
100// Looting monster actions.
101// 0 = Monster will consume the item.
102// 1 = Monster will not consume the item.
103monster_loot_type: 0
104
105// Chance of mob casting a skill (Note 2)
106// Higher rates lead to 100% mob skill usage with no/few normal attacks.
107// Set to 0 to disable mob skills.
108mob_skill_rate: 100
109
110// Mob skill delay adjust (Note 2)
111// After a mob has casted a skill, there is a delay before being able to
112// re-cast it. Note that skills with a delay of 0 can't be affected by this
113// setting.
114mob_skill_delay: 100
115
116// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
117mob_count_rate: 100
118
119// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
120//Note: This does not affects mobs with inmediate respawn (most normal mobs)
121mob_spawn_delay: 100
122plant_spawn_delay: 100
123boss_spawn_delay: 100
124
125// Should mobs not spawn within the viewing range of players?
126// 0 is disabled, otherwise it is the number of retries before giving up
127// and spawning the mob within player-view anyway, unless the max (100) is used,
128// in which case the mob will not be spawned, and it'll be retried again in
129// 5 seconds.
130// NOTE: This has no effect on mobs that always spawn on the very same cell
131// (like ant eggs) except if you set it to the max.
132no_spawn_on_player: 0
133
134// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
135// If set to yes, all monsters will have a random respawn spot across the whole
136// map regardless of what the mob-spawn file says.
137force_random_spawn: no
138
139// Do summon slaves inherit the passive/aggressive traits of their master?
140// 0: No, retain original mode.
141// 1: Slaves are always aggressive.
142// 2: Slaves are always passive.
143// 3: Same as master's aggressive/passive state.
144slaves_inherit_mode: 2
145
146// Do summon slaves have the same walking speed as their master?
147// NOTE: The default is 3 for official servers.
148// 0: Never.
149// 1: If the master can walk
150// 2: If the master can't walk (even motionless mobs have a speed
151//    entry in their mob_db)
152// 3: Always
153slaves_inherit_speed: 3
154
155// Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
156// chance of triggering the master's autospell cards? (Note 1)
157summons_trigger_autospells: yes
158
159// When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
160// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
161retaliate_to_master: yes
162
163// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
164// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
165// mob has a skill that is triggered by skill C, then A will be the target of
166// the skill, otherwise B will be targetted by the reaction skill.
167mob_changetarget_byskill: no
168
169// If monster's class is changed will it fully recover HP? (Note 1)
170monster_class_change_full_recover: yes
171
172// Display some mob info next to their name? (add as needed)
173// (does not works on guardian or emperium)
174// 1: Display mob HP (Hp/MaxHp format)
175// 2: Display mob HP (Percent of full life format)
176// 4: Display mob's level
177show_mob_info: 0
178
179// Zeny from mobs
180zeny_from_mobs: no
181
182// Monsters level up (monster will level up each time a player is killed and they will grow stronger)
183// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
184// NOTE: Does not apply to WoE Guardians.
185mobs_level_up: no
186mobs_level_up_exp_rate: 1
187
188// Dynamic Mobs Options
189// Use dynamic mobs? (recommended for small-medium sized servers)
190dynamic_mobs: yes
191
192// Remove Mobs even if they are hurt
193mob_remove_damaged: yes
194
195// Delay before removing mobs from empty maps (default 5 min = 300 secs)
196mob_remove_delay: 300000
197
198// Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off)
199// Increasing this can fix the problem with monster sprites still appearing after it died.  Recommended value: 10.
200mob_clear_delay: 0
201
202// Defines on who the mob npc_event gets executed when a mob is killed.
203// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
204// Type 0: On the player that did the most damage to the mob.
205// NOTE: This affects who gains the Castle when the Emperium is broken.
206mob_npc_event_type: 1
207
208// Time in milliseconds to actitave protection against Kill Steal
209// Set to 0 to disable it.
210// If this is activated and a player is using @noks, damage from others players (KS) not in the party
211// will be reduced to 0.
212ksprotection: 0
Note: See TracBrowser for help on using the browser.