monster.conf 8.3 KB

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  1. // ______ __ __
  2. // /\ _ \/\ \__/\ \
  3. // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
  4. // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
  5. ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
  6. //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
  7. // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
  8. // _ _ _ _ _ _ _ _ _ _ _ _ _
  9. // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
  10. //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
  11. // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
  12. //
  13. //--------------------------------------------------------------
  14. // eAthena Battle Configuration File
  15. // Originally Translated by Peter Kieser <pfak@telus.net>
  16. // Made in to plainer English by Ancyker
  17. //--------------------------------------------------------------
  18. //Note 1: Directives can be set using on/off, yes/no or 1/0.
  19. //Note 2: All rates are in percents, 100 would mean 100%, 200
  20. // would mean 200%, etc
  21. //Note 3: Value is not limited to 60K (see below)
  22. // Other Information:
  23. // All options are limited to a max of 60K (aprox) which is 600%
  24. // or 60secs as appropiate.
  25. // 1000 miliseconds is 1 second.
  26. // Unless otherwise specified, the minimum value is 0 for all
  27. // features.
  28. //--------------------------------------------------------------
  29. // Enemy's Critical Rate (use 0 to disable non-skill criticals) (Note 2)
  30. // Note: In Official servers enemies don't get criticals other than through skills.
  31. enemy_critical_rate: 0
  32. // Are enemy attacks effected by their strength? (Note 1)
  33. enemy_str: yes
  34. // Can enemies have perfect flee? (Note 1)
  35. enemy_perfect_flee: no
  36. // [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
  37. mvp_hp_rate: 100
  38. // The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
  39. monster_hp_rate: 100
  40. // The maximum attack speed of a monster
  41. monster_max_aspd: 199
  42. // Defines various mob AI related settings. The mask bits are (add to include multiple settings)
  43. // 1: If disabled, mobs use Aegis-type path searching, that is, they only move on straight
  44. // lines, and will only change their destination tile after arriving to the previous one.
  45. // When enabled mobs use more dynamic and complex path searching to chase a player
  46. // (they still must be within line of sight to start chasing)
  47. // 2: Makes mob use their "rude attack" skill (usually warping away) if they are attacked and they
  48. // can't attack back regardless of how they were attacked (eg: GrimTooth), otherwise, their
  49. // rude attack" is only activated if they can't melee reach the target (eg: sniping)
  50. // 4: If not set, mobs that can change target only do so when melee attacked (distance player/mob < 3),
  51. // otherwise mobs may change target and chase ranged attackers. This flag also overrides the 'provoke' target.
  52. // 8: If set, when a mob loses track of their target, they stop walking inmediately. Otherwise, they continue
  53. // to their last target tile. When set mobs also scatter as soon as they lose their target. Use this mode to
  54. // make it much harder to mob-train by hiding and collecting them on a single spot (ie: GrimTooth training)
  55. //16: If set, mob skills defined for friends will also trigger on themselves.
  56. //32: When set, the monster ai is executed for all monsters in maps that have
  57. // players on them, instead of only for mobs who are in the vecinity of players.
  58. //64: When set, when the mob's target changes map, the mob will walk towards
  59. // any npc-warps in it's sight of view (use with mob_npc_warp below)
  60. monster_ai: 0
  61. // Should mobs that stand on an npc warp be warped to the destination cell?
  62. // 0: Disable.
  63. // 1: Enable on all warps except those that lead to 'nobranch' maps.
  64. // 2: Enable on all warps.
  65. mob_npc_warp: 0
  66. // Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
  67. view_range_rate: 100
  68. // Chase Range is the base minimum-chase that a mob gives before giving up
  69. // (as long as the target is outside their field of view). This is the range3
  70. // column in the mob_db. (Note 2)
  71. chase_range_rate: 100
  72. // Allow monsters to be aggresive and attack first? (Note 1)
  73. monster_active_enable: yes
  74. // Should the mob_db names override the mob names specified in the spawn files?
  75. // 0: No
  76. // 1: always use the mob_db Name column (english mob name)
  77. // 2: always use the mob_db JName column (original Kro mob name)
  78. override_mob_names: 0
  79. // Monster damage delay rate (Note 1)
  80. // Setting to no/0 is like they always have endure.
  81. monster_damage_delay_rate: 100
  82. // Looting monster actions.
  83. // 0 = Monster will consume the item.
  84. // 1 = Monster will not consume the item.
  85. monster_loot_type: 0
  86. // Chance of mob casting a skill (Note 2)
  87. // Higher rates lead to 100% mob skill usage with no/few normal attacks.
  88. // Set to 0 to disable mob skills.
  89. mob_skill_rate: 100
  90. // Mob skill delay adjust (Note 2)
  91. // After a mob has casted a skill, there is a delay before being able to
  92. // re-cast it. Note that skills with a delay of 0 can't be affected by this
  93. // setting.
  94. mob_skill_delay: 100
  95. // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
  96. mob_count_rate: 100
  97. // Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
  98. //Note: This does not affects mobs with inmediate respawn (most normal mobs)
  99. mob_spawn_delay: 100
  100. plant_spawn_delay: 100
  101. boss_spawn_delay: 100
  102. // Should mobs not spawn within the viewing range of players?
  103. // 0 is disabled, otherwise it is the number of retries before giving up
  104. // and spawning the mob within player-view anyway, unless the max (100) is used,
  105. // in which case the mob will not be spawned, and it'll be retried again in
  106. // 5 seconds.
  107. no_spawn_on_player: 0
  108. // Do summon slaves inherit the passive/aggressive traits of their master? (Note 1)
  109. slaves_inherit_mode: yes
  110. // Do summon slaves have the same walking speed as their master? (Note 1)
  111. // NOTE: The default is yes for official servers.
  112. slaves_inherit_speed: yes
  113. // Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
  114. // chance of triggering the master's autospell cards? (Note 1)
  115. summons_trigger_autospells: yes
  116. // When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
  117. // NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
  118. retaliate_to_master: yes
  119. // Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
  120. // eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
  121. // mob has a skill that is triggered by skill C, then A will be the target of
  122. // the skill, otherwise B will be targetted by the reaction skill.
  123. mob_changetarget_byskill: no
  124. // If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
  125. monster_class_change_full_recover: no
  126. // Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
  127. // Will not display guardian or emperium hp.
  128. show_mob_hp: no
  129. // Zeny from mobs
  130. zeny_from_mobs: no
  131. // Monsters level up (monster will level up each time a player is killed and they will grow stronger)
  132. // Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
  133. // NOTE: Does not apply to WoE Guardians.
  134. mobs_level_up: no
  135. mobs_level_up_exp_rate: 1
  136. // Dynamic Mobs Options
  137. // Use dynamic mobs? (recommended for small-medium sized servers)
  138. dynamic_mobs: yes
  139. // Remove Mobs even if they are hurt
  140. mob_remove_damaged: yes
  141. // Delay before removing mobs from empty maps (default 5 min = 300 secs)
  142. mob_remove_delay: 300000
  143. // Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off)
  144. // Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10.
  145. mob_clear_delay: 0
  146. // Defines on who the mob npc_event gets executed when a mob is killed.
  147. // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
  148. // Type 0: On the player that did the most damage to the mob.
  149. // NOTE: This affects who gains the Castle when the Emperium is broken.
  150. mob_npc_event_type: 1