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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