monster.conf 16 KB

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  1. //--------------------------------------------------------------
  2. // rAthena Battle Configuration File
  3. // Originally Translated by Peter Kieser <pfak@telus.net>
  4. // Made in to plainer English by Ancyker
  5. //--------------------------------------------------------------
  6. // Note 1: Value is a config switch (on/off, yes/no or 1/0)
  7. // Note 2: Value is in percents (100 means 100%)
  8. // Note 3: Value is a bit field. If no description is given,
  9. // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary, 128: NPC, 512: Elemental)
  10. //--------------------------------------------------------------
  11. // The HP rate of MVPs. (Note 2)
  12. mvp_hp_rate: 100
  13. // The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
  14. monster_hp_rate: 100
  15. // Defines various mob AI related settings. (Note 3)
  16. // 0x0001: When enabled, mobs will update their target cell every x cells moved.
  17. // (normally they never update their target cell until they are one cell
  18. // before the end of their walkpath. x = monster_chase_refresh, see below)
  19. // 0x0002: Makes mob use their "rude attack" skill (usually warping away) if they
  20. // are attacked and they can't attack back regardless of how they were
  21. // attacked (eg: GrimTooth), otherwise, their "rude attack" is only activated
  22. // if they can't melee reach the target (eg: sniping)
  23. // 0x0004: If not set, mobs that can change target only do so when attacked within a
  24. // distance of [attack range+1], otherwise mobs may change target and chase
  25. // ranged attackers. This flag also overrides the 'provoke' target.
  26. // 0x0008: When set, mobs scatter as soon as they lose their target. Use this mode
  27. // to make it much harder to mob-train by hiding and collecting them on a
  28. // single spot (ie: GrimTooth training)
  29. // 0x0010: If set, mob skills defined for friends will also trigger on themselves.
  30. // 0x0020: When set, the monster ai is executed for all monsters in maps that
  31. // have players on them, instead of only for mobs who are in the vicinity
  32. // of players.
  33. // 0x0040: When set, when the mob's target changes map or is out of sight, the mob
  34. // will walk towards npc-warps and/or priest warps in its sight of view.
  35. // It will only walk to warps it can use and only to warps that bring it back
  36. // in sight of the target (use with mob_warp below).
  37. // 0x0080: If not set, mobs on attack state will only change targets when attacked
  38. // by normal attacks. Set this if you want mobs to also switch targets when
  39. // hit by skills.
  40. // 0x0100: When set, a mob will pick a random skill from it's list and start from
  41. // that instead of checking skills in orders (when unset, if a mob has too
  42. // many skills, the ones near the end will rarely get selected)
  43. // 0x0200: When set, a mob's skill re-use delay will not be applied to all entries of
  44. // the same skill, instead, only to that particular entry (eg: Mob has heal
  45. // on six lines in the mob_skill_db, only the entry that is actually used
  46. // will receive the delay). This will make monsters harder, especially MvPs.
  47. // 0x0400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
  48. // will obey the normal skill range rules.
  49. // 0x0800: When set, monsters that are provoked will always change target to the
  50. // provoking person, even if they would usually not change target on attack.
  51. // 0x1000: When set, when a monster picks a skill but can't use it because there is
  52. // no valid target in range, it will look for another skill it can use.
  53. // This makes e.g. Greatest General use "Earth Spike" at range 8-9 whereas
  54. // officially it would only use it after already having used "Blind Attack"
  55. // at range 0-7.
  56. // 0x2000: When set, monsters will move right after they attacked or used a skill.
  57. // Usually a monster's AI is inactive for its attack motion.
  58. // Example: 0x140 -> Chase players through warps + use skills in random order.
  59. monster_ai: 0
  60. // How often should a monster rethink its chase?
  61. // 0: Every 100ms (MIN_MOBTHINKTIME)
  62. // 1: Every cell moved
  63. // x: Every x cells moved or one cell before the end of the chase path
  64. // 32 (max): One cell before the end of the chase path (official)
  65. // Regardless of this setting, a monster will always check for targets in attack range.
  66. // Decrease this value if you want to make monsters be more reactive while chasing.
  67. // If you want monsters to update their target cell while chasing you also need to enable
  68. // monster_ai 0x0001, see above. Otherwise this only defines the maximum amount of cells
  69. // monsters will move after they lost their target (hide, no line of sight, etc.).
  70. monster_chase_refresh: 32
  71. // Should mobs be able to be warped (add as needed)?
  72. // 0: Disable.
  73. // 1: Enable mob-warping when standing on NPC-warps
  74. // 2: Enable mob-warping when standing on Priest Warp Portals
  75. // 4: Disable warping when the target map is a 'nobranch' map.
  76. // 8: Enable mob-warping when standing on Dimensional Door
  77. mob_warp: 0
  78. // Defines the time (in ms) during which monsters will have their AI active
  79. // after all players have left their vicinity.
  80. // Even after this time they will still walk randomly and use idle skills until
  81. // all players that saw them logged out or until they get teleported, recalled
  82. // or otherwise removed from the map.
  83. mob_active_time: 0
  84. boss_active_time: 0
  85. // Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
  86. view_range_rate: 100
  87. // Chase Range is the base minimum-chase that a mob gives before giving up
  88. // (as long as the target is outside their field of view). This is the range3
  89. // column in the mob_db. (Note 2)
  90. chase_range_rate: 100
  91. // Which level of of Vulture's Eye and Snake's Eye should monsters have learned?
  92. // Officially monsters don't have these skills learned, so their ranged skills
  93. // only have a range of 9. If you put a number higher than 0, their range will
  94. // be increased by that number.
  95. monster_eye_range_bonus: 0
  96. // Range in which looters search for loot (max 32)
  97. // Official: 12
  98. // Legacy Athena: 10
  99. loot_range: 12
  100. // Range in which assist mobs search for allies to assist (max 32)
  101. // Official: 11
  102. // Legacy Athena: 10
  103. assist_range: 11
  104. // Allow monsters to be aggresive and attack first? (Note 1)
  105. monster_active_enable: yes
  106. // Should the mob_db names override the mob names specified in the spawn files?
  107. // 0: No
  108. // 1: always use the mob_db Name column (english mob name)
  109. // 2: always use the mob_db JName column (original Kro mob name)
  110. override_mob_names: 0
  111. // Monster damage delay rate (Note 2)
  112. // This affects the damage delay that is sent to the client and is the base value for the walk delay.
  113. monster_damage_delay_rate: 100
  114. // Looting monster actions.
  115. // 0 = Monster will consume the item.
  116. // 1 = Monster will not consume the item.
  117. monster_loot_type: 0
  118. // How does monster search floor item to loot?
  119. // 0: Closest (old Athena style)
  120. // 1: Oldest in range (Official)
  121. monster_loot_search_type: 1
  122. // Chance of mob casting a skill (Note 2)
  123. // Higher rates lead to 100% mob skill usage with no/few normal attacks.
  124. // Set to 0 to disable mob skills.
  125. mob_skill_rate: 100
  126. // Mob skill delay adjust (Note 2)
  127. // After a mob has casted a skill, there is a delay before being able to
  128. // re-cast it. Note that skills with a delay of 0 can't be affected by this
  129. // setting.
  130. mob_skill_delay: 100
  131. // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
  132. mob_count_rate: 100
  133. // Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
  134. //Note: This does not affects mobs with immediate respawn (most normal mobs)
  135. mob_spawn_delay: 100
  136. plant_spawn_delay: 100
  137. boss_spawn_delay: 100
  138. // Should the mobs respawn time have variance applied to it? (Note 3)
  139. // 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.
  140. // 0: None
  141. // 1: Boss monsters (official)
  142. // 2: Normal monsters
  143. // 3: All monsters (legacy Athena)
  144. mob_spawn_variance: 1
  145. // Should mobs not spawn within the viewing range of players?
  146. // 0 is disabled, otherwise it is the number of retries before giving up
  147. // and spawning the mob within player-view anyway, unless the max (100) is used,
  148. // in which case the mob will not be spawned, and it'll be retried again in
  149. // 5 seconds.
  150. // NOTE: This has no effect on mobs that always spawn on the very same cell
  151. // (like ant eggs) except if you set it to the max.
  152. no_spawn_on_player: 0
  153. // Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
  154. // If set to yes, all monsters will have a random respawn spot across the whole
  155. // map regardless of what the mob-spawn file says.
  156. force_random_spawn: no
  157. // Should each monster's center cell be randomized? (Note 1)
  158. // Officially, at server start, each monster's center cell is set to a random cell in the spawn area.
  159. // Each time the monster spawns it will spawn in an area around its center cell rather than the
  160. // original center of the spawn definition. This results in a much larger total spawn area and a
  161. // different experience each server start.
  162. // Set this to "no" if you want all monsters of a spawn to spawn around the original center of the
  163. // spawn definition, making the total spawn area much smaller (old eAthena behavior).
  164. randomize_center_cell: yes
  165. // Do summon slaves inherit the passive/aggressive traits of their master?
  166. // 0: No, retain original mode.
  167. // 1: Slaves are always aggressive.
  168. // 2: Slaves are always passive.
  169. // 3: Same as master's aggressive/passive state.
  170. // 4: Mode is overwritten with slave mode (official)
  171. slaves_inherit_mode: 4
  172. // Do summon slaves have the same walking speed as their master?
  173. // Does not apply to Marine Spheres summoned by an Alchemist
  174. // NOTE: The default is 3 for official servers.
  175. // 0: Never.
  176. // 1: If the master can walk
  177. // 2: If the master can't walk (even motionless mobs have a speed
  178. // entry in their mob_db)
  179. // 3: Always
  180. slaves_inherit_speed: 3
  181. // Should MVP slaves retain their target when summoned back to their master? (Note 1)
  182. mob_slave_keep_target: yes
  183. // Should slaves teleport back to their master if they get too far during chase? (Note 1)
  184. // Officially they can be moved as far away from their master as you want.
  185. slave_stick_with_master: no
  186. // Should slaves always be active when their master is active? (Note 1)
  187. // Officially it can be that the master is active but the slaves are not.
  188. slave_active_with_master: no
  189. // Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
  190. // chance of triggering the master's autospell cards? (Note 1)
  191. summons_trigger_autospells: yes
  192. // When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
  193. // NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
  194. retaliate_to_master: yes
  195. // Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
  196. // eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
  197. // mob has a skill that is triggered by skill C, then A will be the target of
  198. // the skill, otherwise B will be targetted by the reaction skill.
  199. mob_changetarget_byskill: no
  200. // If monster's class is changed will it fully recover HP? (Note 1)
  201. monster_class_change_full_recover: yes
  202. // Display some mob info next to their name? (add as needed)
  203. // (does not works on guardian or Emperium)
  204. // 1: Display mob HP (Hp/MaxHp format)
  205. // 2: Display mob HP (Percent of full life format)
  206. // 4: Display mob's level
  207. show_mob_info: 0
  208. // Zeny from mobs
  209. zeny_from_mobs: no
  210. // Monsters level up (monster will level up each time a player is killed and they will grow stronger)
  211. // Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
  212. // NOTE: Does not apply to WoE Guardians.
  213. mobs_level_up: no
  214. mobs_level_up_exp_rate: 1
  215. // Dynamic Mobs Options
  216. // Use dynamic mobs? (recommended for small-medium sized servers)
  217. dynamic_mobs: yes
  218. // Remove Mobs even if they are hurt
  219. mob_remove_damaged: yes
  220. // Delay before removing mobs from empty maps (default 5 min = 300 secs)
  221. mob_remove_delay: 300000
  222. // Defines on who the mob npc_event gets executed when a mob is killed.
  223. // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
  224. // Type 0: On the player that did the most damage to the mob.
  225. // NOTE: This affects who gains the Castle when the Emperium is broken.
  226. mob_npc_event_type: 1
  227. // Time in milliseconds to activate protection against Kill Steal
  228. // Set to 0 to disable it.
  229. // If this is activated and a player is using @noks, damage from others players (KS) not in the party
  230. // will be reduced to 0.
  231. ksprotection: 0
  232. // Whether or not to spawn the mvp tomb.
  233. // See http://irowiki.org/wiki/MVP#Gravestone
  234. mvp_tomb_enabled: yes
  235. // Delay before the MVP tomb is spawned.
  236. // Default: 9 seconds
  237. mvp_tomb_delay: 9000
  238. // Whether or not the size of specially summoned mobs influences experience, drop rates,
  239. // and stats. The rates will be doubled for large mobs, and halved for small ones.
  240. // This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)
  241. // Default: no
  242. mob_size_influence: no
  243. // How should a monster be trapped by an icewall casted directly on it?
  244. // On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of
  245. // them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use
  246. // idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use
  247. // idle and rudeattacked skills (when attacked).
  248. // 0: Monster won't be stuck in icewall at all.
  249. // 1: Monster will behave like a trapped monster.
  250. // 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall.
  251. // NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other
  252. // servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting
  253. // icewall completely blocked on all maps that have boss monsters on them.
  254. // Default (least exploitable): mob - 75, boss - 0
  255. // Default (most official): mob - 220, boss - 1
  256. mob_icewall_walk_block: 75
  257. boss_icewall_walk_block: 0
  258. // Should HP bars be shown for monsters?
  259. // 2012-04-04aRagexeRE or higher client required.
  260. monster_hp_bars_info: yes
  261. // Should a monster respawn and a warning printed to the map server when a monster couldn't move for a long time?
  262. // This can be legit gameplay (e.g. players keeping an MVP stuck inside icewall), but if you want to prevent any
  263. // exploits and be notified about them, you can set this to yes.
  264. monster_stuck_warning: no
  265. // Rate at which monsters use their idle skills when there are no players nearby (Note 2)
  266. // On official servers monsters use their idle skills if they have been spotted once, even if there are no players nearby anymore.
  267. // On small-medium sized servers this can cause all monsters like eggs and Fabre/Pupa to metamorph.
  268. // To switch it off, set it to 0.
  269. mob_nopc_idleskill_rate: 100
  270. boss_nopc_idleskill_rate: 100
  271. // Rate at which monsters move when there are no players nearby (Note 2)
  272. // On official servers monsters always move if they have been spotted once, even if there are no players nearby anymore.
  273. // To switch it off, set it to 0.
  274. mob_nopc_move_rate: 100
  275. boss_nopc_move_rate: 100
  276. // When killing a monster, do AG_BATTLE type achievements trigger for everyone in the same party within the area?
  277. // Area is limited to area_size battle config.
  278. achievement_mob_share: no
  279. // Absolute minimum respawn time in milliseconds of a monster.
  280. // Also used in delaying the spawning of guardians when a guild is not loaded.
  281. // Default (Official): 1000
  282. mob_respawn_time: 1000
  283. // Defines the time (in ms) after which a monster unlocks its target when trapped.
  284. // During this time monsters will still be in idle mode and use idle skills on random
  285. // targets, but they continue chasing their original target when no longer trapped.
  286. mob_unlock_time: 2000