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@@ -1,161 +1,161 @@
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-// ______ __ __
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-// /\ _ \/\ \__/\ \
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-// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
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-// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
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-///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
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-//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
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-// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
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-// _ _ _ _ _ _ _ _ _ _ _ _ _
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-// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
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-//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
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-// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
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-//
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-//--------------------------------------------------------------
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-// eAthena Battle Configuration File
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-// Originally Translated by Peter Kieser <pfak@telus.net>
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-// Made in to plainer English by Ancyker
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-//--------------------------------------------------------------
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-//Note 1: Directives can be set using on/off, yes/no or 1/0.
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-//Note 2: All rates are in percents, 100 would mean 100%, 200
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-// would mean 200%, etc
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-//Note 3: Value is not limited to 60K (see below)
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-// Other Information:
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-// All options are limited to a max of 60K (aprox) which is 600%
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-// or 60secs as appropiate.
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-// 1000 miliseconds is 1 second.
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-// Unless otherwise specified, the minimum value is 0 for all
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-// features.
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-//--------------------------------------------------------------
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-
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-// Enemy's Critical Rate (use 0 to disable non-skill criticals) (Note 2)
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-// Note: In Official servers enemies don't get criticals other than through skills.
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-enemy_critical_rate: 0
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-
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-// Are enemy attacks effected by their strength? (Note 1)
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-enemy_str: yes
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-
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-// Can enemies have perfect flee? (Note 1)
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-enemy_perfect_flee: no
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-
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-// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
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-mvp_hp_rate: 100
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-
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-// The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
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-monster_hp_rate: 100
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-
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-// The maximum attack speed of a monster
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-monster_max_aspd: 199
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-
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-// Defines various mob AI related settings. The mask bits are (add to include multiple settings)
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-// 1: If disabled, mobs use Aegis-type path searching, that is, they only move on straight
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-// lines, and will only change their destination tile after arriving to the previous one.
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-// When enabled mobs use more dynamic and complex path searching to chase a player
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-// (they still must be within line of sight to start chasing)
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-// 2: Makes mob use their "rude attack" skill (usually warping away) if they are attacked and they
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-// can't attack back regardless of how they were attacked (eg: GrimTooth), otherwise, their
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-// rude attack" is only activated if they can't melee reach the target (eg: sniping)
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-// 4: If not set, mobs that can change target only do so when melee attacked (distance player/mob < 3),
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-// otherwise mobs may change target and chase ranged attackers. This flag also overrides the 'provoke' target.
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-// 8: If set, when a mob loses track of their target, they stop walking inmediately. Otherwise, they continue
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-// to their last target tile. When set mobs also scatter as soon as they lose their target. Use this mode to
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-// make it much harder to mob-train by hiding and collecting them on a single spot (ie: GrimTooth training)
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-//16: If set, mob skills defined for friends will also trigger on themselves.
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-//32: When set, the monster ai is executed for all monsters in maps that have
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-// players on them, instead of only for mobs who are in the vecinity of players.
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-monster_ai: 0
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-
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-// Allow monsters to be aggresive and attack first? (Note 1)
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-monster_active_enable: yes
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-
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-// Monster damage delay rate (Note 1)
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-// Setting to no/0 is like they always have endure.
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-monster_damage_delay_rate: 100
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-
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-// Looting monster actions.
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-// 0 = Monster will consume the item.
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-// 1 = Monster will not consume the item.
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-monster_loot_type: 0
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-
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-// Chance of mob casting a skill (Note 2)
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-// Higher rates lead to 100% mob skill usage with no/few normal attacks.
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-// Set to 0 to disable mob skills.
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-mob_skill_rate: 100
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-
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-// Mob skill delay adjust (Note 2)
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-// After a mob has casted a skill, there is a delay before being able to
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-// re-cast it. Note that skills with a delay of 0 can't be affected by this
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-// setting.
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-mob_skill_delay: 100
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-
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-// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
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-mob_count_rate: 100
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-
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-// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
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-//Note: This does not affects mobs with inmediate respawn (most normal mobs)
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-mob_spawn_rate: 100
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-plant_spawn_rate: 100
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-boss_spawn_rate: 100
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-
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-// Should mobs not spawn within the viewing range of players?
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-// 0 is disabled, otherwise it is the number of retries before giving up
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-// and spawning the mob within player-view anyway, unless the max (50) is used,
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-// in which case the mob will not be spawned, and it'll be retried again in
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-// 5 seconds.
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-no_spawn_on_player: 0
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-
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-// Do summon slaves inherit the passive/aggressive traits of their master? (Note 1)
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-slaves_inherit_mode: yes
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-
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-// Do summon slaves have the same walking speed as their master? (Note 1)
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-// NOTE: The default is yes for official servers.
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-slaves_inherit_speed: yes
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-
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-// Will summoned monsters (alchemists, or @summon'ed monsters) inherit
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-// the master's auto-spells and auto-effects properties? (Note 1)
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-summons_inherit_effects: yes
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-
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-// 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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-// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
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-retaliate_to_master: yes
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-
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-// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
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-// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
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-// mob has a skill that is triggered by skill C, then A will be the target of
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-// the skill, otherwise B will be targetted by the reaction skill.
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-mob_changetarget_byskill: no
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-
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-// If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
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-monster_class_change_full_recover: no
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-
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-// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
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-// Will not display guardian or emperium hp.
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-show_mob_hp: no
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-
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-// Zeny from mobs
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-zeny_from_mobs: no
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-
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-// Monsters level up (monster will level up each time a player is killed and they will grow stronger)
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-// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
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-// NOTE: Does not apply to WoE Guardians.
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-mobs_level_up: no
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-mobs_level_up_exp_rate: 1
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-
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-// Dynamic Mobs Options
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-// Use dynamic mobs? (recommended for small-medium sized servers)
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-dynamic_mobs: yes
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-
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-// Remove Mobs even if they are hurt
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-mob_remove_damaged: yes
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-
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-// Delay before removing mobs from empty maps (default 5 min = 300 secs)
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-mob_remove_delay: 300000
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-
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-// Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off)
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-// Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10.
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-mob_clear_delay: 0
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-
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-// Defines on who the mob npc_event gets executed when a mob is killed.
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-// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
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-// Type 0: On the player that did the most damage to the mob.
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-// NOTE: This affects who gains the Castle when the Emperium is broken.
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-mob_npc_event_type: 1
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+// ______ __ __
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|
|
+// /\ _ \/\ \__/\ \
|
|
|
+// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
|
|
|
+// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
|
|
|
+///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
|
|
|
+//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
|
|
|
+// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
|
|
|
+// _ _ _ _ _ _ _ _ _ _ _ _ _
|
|
|
+// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
|
|
|
+//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
|
|
|
+// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
|
|
|
+//
|
|
|
+//--------------------------------------------------------------
|
|
|
+// eAthena Battle Configuration File
|
|
|
+// Originally Translated by Peter Kieser <pfak@telus.net>
|
|
|
+// Made in to plainer English by Ancyker
|
|
|
+//--------------------------------------------------------------
|
|
|
+//Note 1: Directives can be set using on/off, yes/no or 1/0.
|
|
|
+//Note 2: All rates are in percents, 100 would mean 100%, 200
|
|
|
+// would mean 200%, etc
|
|
|
+//Note 3: Value is not limited to 60K (see below)
|
|
|
+// Other Information:
|
|
|
+// All options are limited to a max of 60K (aprox) which is 600%
|
|
|
+// or 60secs as appropiate.
|
|
|
+// 1000 miliseconds is 1 second.
|
|
|
+// Unless otherwise specified, the minimum value is 0 for all
|
|
|
+// features.
|
|
|
+//--------------------------------------------------------------
|
|
|
+
|
|
|
+// Enemy's Critical Rate (use 0 to disable non-skill criticals) (Note 2)
|
|
|
+// Note: In Official servers enemies don't get criticals other than through skills.
|
|
|
+enemy_critical_rate: 0
|
|
|
+
|
|
|
+// Are enemy attacks effected by their strength? (Note 1)
|
|
|
+enemy_str: yes
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|
|
+
|
|
|
+// Can enemies have perfect flee? (Note 1)
|
|
|
+enemy_perfect_flee: no
|
|
|
+
|
|
|
+// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
|
|
|
+mvp_hp_rate: 100
|
|
|
+
|
|
|
+// The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
|
|
|
+monster_hp_rate: 100
|
|
|
+
|
|
|
+// The maximum attack speed of a monster
|
|
|
+monster_max_aspd: 199
|
|
|
+
|
|
|
+// Defines various mob AI related settings. The mask bits are (add to include multiple settings)
|
|
|
+// 1: If disabled, mobs use Aegis-type path searching, that is, they only move on straight
|
|
|
+// lines, and will only change their destination tile after arriving to the previous one.
|
|
|
+// When enabled mobs use more dynamic and complex path searching to chase a player
|
|
|
+// (they still must be within line of sight to start chasing)
|
|
|
+// 2: 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)
|
|
|
+// 4: 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.
|
|
|
+// 8: 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)
|
|
|
+//16: If set, mob skills defined for friends will also trigger on themselves.
|
|
|
+//32: 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.
|
|
|
+monster_ai: 0
|
|
|
+
|
|
|
+// Allow monsters to be aggresive and attack first? (Note 1)
|
|
|
+monster_active_enable: yes
|
|
|
+
|
|
|
+// Monster damage delay rate (Note 1)
|
|
|
+// Setting to no/0 is like they always have endure.
|
|
|
+monster_damage_delay_rate: 100
|
|
|
+
|
|
|
+// Looting monster actions.
|
|
|
+// 0 = Monster will consume the item.
|
|
|
+// 1 = Monster will not consume the item.
|
|
|
+monster_loot_type: 0
|
|
|
+
|
|
|
+// Chance of mob casting a skill (Note 2)
|
|
|
+// Higher rates lead to 100% mob skill usage with no/few normal attacks.
|
|
|
+// Set to 0 to disable mob skills.
|
|
|
+mob_skill_rate: 100
|
|
|
+
|
|
|
+// Mob skill delay adjust (Note 2)
|
|
|
+// After a mob has casted a skill, there is a delay before being able to
|
|
|
+// re-cast it. Note that skills with a delay of 0 can't be affected by this
|
|
|
+// setting.
|
|
|
+mob_skill_delay: 100
|
|
|
+
|
|
|
+// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
|
|
|
+mob_count_rate: 100
|
|
|
+
|
|
|
+// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
|
|
|
+//Note: This does not affects mobs with inmediate respawn (most normal mobs)
|
|
|
+mob_spawn_rate: 100
|
|
|
+plant_spawn_rate: 100
|
|
|
+boss_spawn_rate: 100
|
|
|
+
|
|
|
+// Should mobs not spawn within the viewing range of players?
|
|
|
+// 0 is disabled, otherwise it is the number of retries before giving up
|
|
|
+// and spawning the mob within player-view anyway, unless the max (50) is used,
|
|
|
+// in which case the mob will not be spawned, and it'll be retried again in
|
|
|
+// 5 seconds.
|
|
|
+no_spawn_on_player: 0
|
|
|
+
|
|
|
+// Do summon slaves inherit the passive/aggressive traits of their master? (Note 1)
|
|
|
+slaves_inherit_mode: yes
|
|
|
+
|
|
|
+// Do summon slaves have the same walking speed as their master? (Note 1)
|
|
|
+// NOTE: The default is yes for official servers.
|
|
|
+slaves_inherit_speed: yes
|
|
|
+
|
|
|
+// Will summoned monsters (alchemists, or @summon'ed monsters) inherit
|
|
|
+// the master's auto-spells and auto-effects properties? (Note 1)
|
|
|
+summons_inherit_effects: yes
|
|
|
+
|
|
|
+// When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
|
|
|
+// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
|
|
|
+retaliate_to_master: yes
|
|
|
+
|
|
|
+// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
|
|
|
+// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
|
|
|
+// mob has a skill that is triggered by skill C, then A will be the target of
|
|
|
+// the skill, otherwise B will be targetted by the reaction skill.
|
|
|
+mob_changetarget_byskill: no
|
|
|
+
|
|
|
+// If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
|
|
|
+monster_class_change_full_recover: no
|
|
|
+
|
|
|
+// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
|
|
|
+// Will not display guardian or emperium hp.
|
|
|
+show_mob_hp: no
|
|
|
+
|
|
|
+// Zeny from mobs
|
|
|
+zeny_from_mobs: no
|
|
|
+
|
|
|
+// Monsters level up (monster will level up each time a player is killed and they will grow stronger)
|
|
|
+// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
|
|
|
+// NOTE: Does not apply to WoE Guardians.
|
|
|
+mobs_level_up: no
|
|
|
+mobs_level_up_exp_rate: 1
|
|
|
+
|
|
|
+// Dynamic Mobs Options
|
|
|
+// Use dynamic mobs? (recommended for small-medium sized servers)
|
|
|
+dynamic_mobs: yes
|
|
|
+
|
|
|
+// Remove Mobs even if they are hurt
|
|
|
+mob_remove_damaged: yes
|
|
|
+
|
|
|
+// Delay before removing mobs from empty maps (default 5 min = 300 secs)
|
|
|
+mob_remove_delay: 300000
|
|
|
+
|
|
|
+// Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off)
|
|
|
+// Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10.
|
|
|
+mob_clear_delay: 0
|
|
|
+
|
|
|
+// Defines on who the mob npc_event gets executed when a mob is killed.
|
|
|
+// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
|
|
|
+// Type 0: On the player that did the most damage to the mob.
|
|
|
+// NOTE: This affects who gains the Castle when the Emperium is broken.
|
|
|
+mob_npc_event_type: 1
|