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- //--------------------------------------------------------------
- // rAthena Battle Configuration File
- // Originally Translated by Peter Kieser <pfak@telus.net>
- // Made in to plainer English by Ancyker
- //--------------------------------------------------------------
- // Note 1: Value is a config switch (on/off, yes/no or 1/0)
- // Note 2: Value is in percents (100 means 100%)
- // Note 3: Value is a bit field. If no description is given,
- // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary, 128: NPC, 512: Elemental)
- //--------------------------------------------------------------
- // The HP rate of MVPs. (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
- // Defines various mob AI related settings. (Note 3)
- // 0x0001: When enabled, mobs will update their target cell every x cells moved.
- // (normally they never update their target cell until they are one cell
- // before the end of their walkpath. x = monster_chase_refresh, see below)
- // 0x0002: 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)
- // 0x0004: If not set, mobs that can change target only do so when attacked within a
- // distance of [attack range+1], otherwise mobs may change target and chase
- // ranged attackers. This flag also overrides the 'provoke' target.
- // 0x0008: When set, mobs 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)
- // 0x0010: If set, mob skills defined for friends will also trigger on themselves.
- // 0x0020: 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 vicinity
- // of players.
- // 0x0040: When set, when the mob's target changes map or is out of sight, the mob
- // will walk towards npc-warps and/or priest warps in its sight of view.
- // It will only walk to warps it can use and only to warps that bring it back
- // in sight of the target (use with mob_warp below).
- // 0x0080: If not set, mobs on attack state will only change targets when attacked
- // by normal attacks. Set this if you want mobs to also switch targets when
- // hit by skills.
- // 0x0100: When set, a mob will pick a random skill from it's list and start from
- // that instead of checking skills in orders (when unset, if a mob has too
- // many skills, the ones near the end will rarely get selected)
- // 0x0200: When set, a mob's skill re-use delay will not be applied to all entries of
- // the same skill, instead, only to that particular entry (eg: Mob has heal
- // on six lines in the mob_skill_db, only the entry that is actually used
- // will receive the delay). This will make monsters harder, especially MvPs.
- // 0x0400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
- // will obey the normal skill range rules.
- // 0x0800: When set, monsters that are provoked will always change target to the
- // provoking person, even if they would usually not change target on attack.
- // 0x1000: When set, when a monster picks a skill but can't use it because there is
- // no valid target in range, it will look for another skill it can use.
- // This makes e.g. Greatest General use "Earth Spike" at range 8-9 whereas
- // officially it would only use it after already having used "Blind Attack"
- // at range 0-7.
- // 0x2000: When set, monsters will move right after they attacked or used a skill.
- // Usually a monster's AI is inactive for its attack motion.
- // Example: 0x140 -> Chase players through warps + use skills in random order.
- monster_ai: 0
- // How often should a monster rethink its chase?
- // 0: Every 100ms (MIN_MOBTHINKTIME)
- // 1: Every cell moved
- // x: Every x cells moved or one cell before the end of the chase path
- // 32 (max): One cell before the end of the chase path (official)
- // Regardless of this setting, a monster will always check for targets in attack range.
- // Decrease this value if you want to make monsters be more reactive while chasing.
- // If you want monsters to update their target cell while chasing you also need to enable
- // monster_ai 0x0001, see above. Otherwise this only defines the maximum amount of cells
- // monsters will move after they lost their target (hide, no line of sight, etc.).
- monster_chase_refresh: 32
- // Should mobs be able to be warped (add as needed)?
- // 0: Disable.
- // 1: Enable mob-warping when standing on NPC-warps
- // 2: Enable mob-warping when standing on Priest Warp Portals
- // 4: Disable warping when the target map is a 'nobranch' map.
- // 8: Enable mob-warping when standing on Dimensional Door
- mob_warp: 0
- // Defines the time (in ms) during which monsters will have their AI active
- // after all players have left their vicinity.
- // Even after this time they will still walk randomly and use idle skills until
- // all players that saw them logged out or until they get teleported, recalled
- // or otherwise removed from the map.
- mob_active_time: 0
- boss_active_time: 0
- // Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
- view_range_rate: 100
- // Chase Range is the base minimum-chase that a mob gives before giving up
- // (as long as the target is outside their field of view). This is the range3
- // column in the mob_db. (Note 2)
- chase_range_rate: 100
- // Which level of of Vulture's Eye and Snake's Eye should monsters have learned?
- // Officially monsters don't have these skills learned, so their ranged skills
- // only have a range of 9. If you put a number higher than 0, their range will
- // be increased by that number.
- monster_eye_range_bonus: 0
- // Range in which looters search for loot (max 32)
- // Official: 12
- // Legacy Athena: 10
- loot_range: 12
- // Range in which assist mobs search for allies to assist (max 32)
- // Official: 11
- // Legacy Athena: 10
- assist_range: 11
- // Allow monsters to be aggresive and attack first? (Note 1)
- monster_active_enable: yes
- // Should the mob_db names override the mob names specified in the spawn files?
- // 0: No
- // 1: always use the mob_db Name column (english mob name)
- // 2: always use the mob_db JName column (original Kro mob name)
- override_mob_names: 0
- // Monster damage delay rate (Note 2)
- // This affects the damage delay that is sent to the client and is the base value for the walk delay.
- 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
- // How does monster search floor item to loot?
- // 0: Closest (old Athena style)
- // 1: Oldest in range (Official)
- monster_loot_search_type: 1
- // 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 immediate respawn (most normal mobs)
- mob_spawn_delay: 100
- plant_spawn_delay: 100
- boss_spawn_delay: 100
- // Should the mobs respawn time have variance applied to it? (Note 3)
- // On official servers monsters spawned by the boss_monster command (mostly MVPs) have variance, legacy Athena behavior is that variance is applied for all mobs.
- // 0: None
- // 1: Boss monsters (official)
- // 2: Normal monsters
- // 3: All monsters (legacy Athena)
- mob_spawn_variance: 1
- // 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 (100) is used,
- // in which case the mob will not be spawned, and it'll be retried again in
- // 5 seconds.
- // NOTE: This has no effect on mobs that always spawn on the very same cell
- // (like ant eggs) except if you set it to the max.
- no_spawn_on_player: 0
- // Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
- // If set to yes, all monsters will have a random respawn spot across the whole
- // map regardless of what the mob-spawn file says.
- force_random_spawn: no
- // Should each monster's center cell be randomized? (Note 1)
- // Officially, at server start, each monster's center cell is set to a random cell in the spawn area.
- // Each time the monster spawns it will spawn in an area around its center cell rather than the
- // original center of the spawn definition. This results in a much larger total spawn area and a
- // different experience each server start.
- // Set this to "no" if you want all monsters of a spawn to spawn around the original center of the
- // spawn definition, making the total spawn area much smaller (old eAthena behavior).
- randomize_center_cell: yes
- // Do summon slaves inherit the passive/aggressive traits of their master?
- // 0: No, retain original mode.
- // 1: Slaves are always aggressive.
- // 2: Slaves are always passive.
- // 3: Same as master's aggressive/passive state.
- // 4: Mode is overwritten with slave mode (official)
- slaves_inherit_mode: 4
- // Do summon slaves have the same walking speed as their master?
- // Does not apply to Marine Spheres summoned by an Alchemist
- // NOTE: The default is 3 for official servers.
- // 0: Never.
- // 1: If the master can walk
- // 2: If the master can't walk (even motionless mobs have a speed
- // entry in their mob_db)
- // 3: Always
- slaves_inherit_speed: 3
- // Should MVP slaves retain their target when summoned back to their master? (Note 1)
- mob_slave_keep_target: yes
- // Should slaves teleport back to their master if they get too far during chase? (Note 1)
- // Officially they can be moved as far away from their master as you want.
- slave_stick_with_master: no
- // Should slaves always be active when their master is active? (Note 1)
- // Officially it can be that the master is active but the slaves are not.
- slave_active_with_master: no
- // Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
- // chance of triggering the master's autospell cards? (Note 1)
- summons_trigger_autospells: 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? (Note 1)
- monster_class_change_full_recover: yes
- // Display some mob info next to their name? (add as needed)
- // (does not works on guardian or Emperium)
- // 1: Display mob HP (Hp/MaxHp format)
- // 2: Display mob HP (Percent of full life format)
- // 4: Display mob's level
- show_mob_info: 0
- // 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
- // 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
- // Time in milliseconds to activate protection against Kill Steal
- // Set to 0 to disable it.
- // If this is activated and a player is using @noks, damage from others players (KS) not in the party
- // will be reduced to 0.
- ksprotection: 0
- // Whether or not to spawn the mvp tomb.
- // See http://irowiki.org/wiki/MVP#Gravestone
- mvp_tomb_enabled: yes
- // Delay before the MVP tomb is spawned.
- // Default: 9 seconds
- mvp_tomb_delay: 9000
- // Whether or not the size of specially summoned mobs influences experience, drop rates,
- // and stats. The rates will be doubled for large mobs, and halved for small ones.
- // This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)
- // Default: no
- mob_size_influence: no
- // How should a monster be trapped by an icewall casted directly on it?
- // On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of
- // them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use
- // idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use
- // idle and rudeattacked skills (when attacked).
- // 0: Monster won't be stuck in icewall at all.
- // 1: Monster will behave like a trapped monster.
- // 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall.
- // NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other
- // servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting
- // icewall completely blocked on all maps that have boss monsters on them.
- // Default (least exploitable): mob - 75, boss - 0
- // Default (most official): mob - 220, boss - 1
- mob_icewall_walk_block: 75
- boss_icewall_walk_block: 0
- // Should HP bars be shown for monsters?
- // 2012-04-04aRagexeRE or higher client required.
- monster_hp_bars_info: yes
- // Should a monster respawn and a warning printed to the map server when a monster couldn't move for a long time?
- // This can be legit gameplay (e.g. players keeping an MVP stuck inside icewall), but if you want to prevent any
- // exploits and be notified about them, you can set this to yes.
- monster_stuck_warning: no
- // Rate at which monsters use their idle skills when there are no players nearby (Note 2)
- // On official servers monsters use their idle skills if they have been spotted once, even if there are no players nearby anymore.
- // On small-medium sized servers this can cause all monsters like eggs and Fabre/Pupa to metamorph.
- // To switch it off, set it to 0.
- mob_nopc_idleskill_rate: 100
- boss_nopc_idleskill_rate: 100
- // Rate at which monsters move when there are no players nearby (Note 2)
- // On official servers monsters always move if they have been spotted once, even if there are no players nearby anymore.
- // To switch it off, set it to 0.
- mob_nopc_move_rate: 100
- boss_nopc_move_rate: 100
- // When killing a monster, do AG_BATTLE type achievements trigger for everyone in the same party within the area?
- // Area is limited to area_size battle config.
- achievement_mob_share: no
- // Absolute minimum respawn time in milliseconds of a monster.
- // Also used in delaying the spawning of guardians when a guild is not loaded.
- // Default (Official): 1000
- mob_respawn_time: 1000
- // Defines the time (in ms) after which a monster unlocks its target when trapped.
- // During this time monsters will still be in idle mode and use idle skills on random
- // targets, but they continue chasing their original target when no longer trapped.
- mob_unlock_time: 2000
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