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@@ -19,39 +19,44 @@ monster_hp_rate: 100
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monster_max_aspd: 199
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monster_max_aspd: 199
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// Defines various mob AI related settings. (Note 3)
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// Defines various mob AI related settings. (Note 3)
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-// 0x001: When enabled mobs will update their target cell every few iterations
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-// (normally they never update their target cell until they reach it while
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-// chasing)
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-// 0x002: Makes mob use their "rude attack" skill (usually warping away) if they
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-// are attacked and they can't attack back regardless of how they were
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-// attacked (eg: GrimTooth), otherwise, their rude attack" is only activated
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-// if they can't melee reach the target (eg: sniping)
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-// 0x004: If not set, mobs that can change target only do so when attacked within a
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-// distance of [attack range+1], otherwise mobs may change target and chase
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-// ranged attackers. This flag also overrides the 'provoke' target.
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-// 0x008: When set, mobs scatter as soon as they lose their target. Use this mode
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-// to make it much harder to mob-train by hiding and collecting them on a
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-// single spot (ie: GrimTooth training)
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-// 0x010: If set, mob skills defined for friends will also trigger on themselves.
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-// 0x020: When set, the monster ai is executed for all monsters in maps that
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-// have players on them, instead of only for mobs who are in the vicinity
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-// of players.
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-// 0x040: When set, when the mob's target changes map, the mob will walk towards
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-// any npc-warps in it's sight of view (use with mob_warp below)
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-// 0x080: If not set, mobs on attack state will only change targets when attacked
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-// by normal attacks. Set this if you want mobs to also switch targets when
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-// hit by skills.
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-// 0x100: When set, a mob will pick a random skill from it's list and start from
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-// that instead of checking skills in orders (when unset, if a mob has too
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-// many skills, the ones near the end will rarely get selected)
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-// 0x200: When set, a mob's skill re-use delay will not be applied to all entries of
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-// the same skill, instead, only to that particular entry (eg: Mob has heal
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-// on six lines in the mob_skill_db, only the entry that is actually used
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-// will receive the delay). This will make monsters harder, especially MvPs.
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-// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
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-// will obey the normal skill range rules.
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-// 0x800: When set, monsters that are provoked will always change target to the
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-// provoking person, even if they would usually not change target on attack.
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+// 0x0001: When enabled mobs will update their target cell every few iterations
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+// (normally they never update their target cell until they reach it while
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+// chasing)
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+// 0x0002: Makes mob use their "rude attack" skill (usually warping away) if they
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+// are attacked and they can't attack back regardless of how they were
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+// attacked (eg: GrimTooth), otherwise, their "rude attack" is only activated
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+// if they can't melee reach the target (eg: sniping)
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+// 0x0004: If not set, mobs that can change target only do so when attacked within a
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+// distance of [attack range+1], otherwise mobs may change target and chase
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+// ranged attackers. This flag also overrides the 'provoke' target.
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+// 0x0008: When set, mobs scatter as soon as they lose their target. Use this mode
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+// to make it much harder to mob-train by hiding and collecting them on a
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+// single spot (ie: GrimTooth training)
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+// 0x0010: If set, mob skills defined for friends will also trigger on themselves.
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+// 0x0020: When set, the monster ai is executed for all monsters in maps that
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+// have players on them, instead of only for mobs who are in the vicinity
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+// of players.
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+// 0x0040: When set, when the mob's target changes map, the mob will walk towards
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+// any npc-warps in it's sight of view (use with mob_warp below)
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+// 0x0080: If not set, mobs on attack state will only change targets when attacked
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+// by normal attacks. Set this if you want mobs to also switch targets when
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+// hit by skills.
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+// 0x0100: When set, a mob will pick a random skill from it's list and start from
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+// that instead of checking skills in orders (when unset, if a mob has too
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+// many skills, the ones near the end will rarely get selected)
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+// 0x0200: When set, a mob's skill re-use delay will not be applied to all entries of
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+// the same skill, instead, only to that particular entry (eg: Mob has heal
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+// on six lines in the mob_skill_db, only the entry that is actually used
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+// will receive the delay). This will make monsters harder, especially MvPs.
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+// 0x0400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
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+// will obey the normal skill range rules.
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+// 0x0800: When set, monsters that are provoked will always change target to the
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+// provoking person, even if they would usually not change target on attack.
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+// 0x1000: When set, when a monster picks a skill but can't use it because there is
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+// no valid target in range, it will look for another skill it can use.
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+// This makes e.g. Greatest General use "Earth Spike" at range 8-9 whereas
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+// officially it would only use it after already having used "Blind Attack"
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+// at range 0-7.
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// Example: 0x140 -> Chase players through warps + use skills in random order.
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// Example: 0x140 -> Chase players through warps + use skills in random order.
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monster_ai: 0
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monster_ai: 0
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