monster.conf 9.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215
  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: Value is a config switch (on/off, yes/no or 1/0)
  19. // Note 2: Value is in percents (100 means 100%)
  20. // Note 3: Value is a bit field. If no description is given,
  21. // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun)
  22. //--------------------------------------------------------------
  23. // The HP rate of MVPs. (Note 2)
  24. mvp_hp_rate: 100
  25. // The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
  26. monster_hp_rate: 100
  27. // The maximum attack speed of a monster
  28. monster_max_aspd: 199
  29. // Defines various mob AI related settings. (Note 3)
  30. // 0x001: When enabled mobs will update their target cell every few iterations
  31. // (normally they never update their target cell until they reach it while
  32. // chasing)
  33. // 0x002: Makes mob use their "rude attack" skill (usually warping away) if they
  34. // are attacked and they can't attack back regardless of how they were
  35. // attacked (eg: GrimTooth), otherwise, their rude attack" is only activated
  36. // if they can't melee reach the target (eg: sniping)
  37. // 0x004: If not set, mobs that can change target only do so when melee attacked
  38. // (distance player/mob < 3), otherwise mobs may change target and chase
  39. // ranged attackers. This flag also overrides the 'provoke' target.
  40. // 0x008: If set, when a mob loses track of their target, they stop walking
  41. // inmediately. Otherwise, they continue to their last target tile. When
  42. // set mobs also scatter as soon as they lose their target. Use this mode
  43. // to make it much harder to mob-train by hiding and collecting them on a
  44. // single spot (ie: GrimTooth training)
  45. // 0x010: If set, mob skills defined for friends will also trigger on themselves.
  46. // 0x020: When set, the monster ai is executed for all monsters in maps that
  47. // have players on them, instead of only for mobs who are in the vecinity
  48. // of players.
  49. // 0x040: When set, when the mob's target changes map, the mob will walk towards
  50. // any npc-warps in it's sight of view (use with mob_npc_warp below)
  51. // 0x100: When set, a mob will pick a random skill from it's list and start from
  52. // that instead of checking skills in orders (when unset, if a mob has too
  53. // many skills, the ones near the end will rarely get selected)
  54. // 0x200: When set, a mob's skill re-use delay will not be applied to all entries of
  55. // the same skill, instead, only to that particular entry (eg: Mob has heal
  56. // on six lines in the mob_skill_db, only the entry that is actually used
  57. // will receive the delay). This will make monsters harder, especially MvPs.
  58. // 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
  59. // will obey the normal skill range rules.
  60. // Example: 0x140 -> Chase players through warps + use skills in random order.
  61. monster_ai: 0
  62. // Should mobs be able to be warped (add as needed)?
  63. // 0: Disable.
  64. // 1: Enable mob-warping when standing on NPC-warps
  65. // 2: Enable mob-warping when standing on Priest Warp Portals
  66. // 4: Disable warping when the target map is a 'nobranch' map.
  67. mob_warp: 0
  68. // If these are set above 0, they define the time (in ms) during which monsters
  69. // will have their 'AI' active after all players have left their vecinity.
  70. mob_active_time: 0
  71. boss_active_time: 0
  72. // Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
  73. view_range_rate: 100
  74. // Chase Range is the base minimum-chase that a mob gives before giving up
  75. // (as long as the target is outside their field of view). This is the range3
  76. // column in the mob_db. (Note 2)
  77. chase_range_rate: 100
  78. // Allow monsters to be aggresive and attack first? (Note 1)
  79. monster_active_enable: yes
  80. // Should the mob_db names override the mob names specified in the spawn files?
  81. // 0: No
  82. // 1: always use the mob_db Name column (english mob name)
  83. // 2: always use the mob_db JName column (original Kro mob name)
  84. override_mob_names: 0
  85. // Monster damage delay rate (Note 1)
  86. // Setting to no/0 is like they always have endure.
  87. monster_damage_delay_rate: 100
  88. // Looting monster actions.
  89. // 0 = Monster will consume the item.
  90. // 1 = Monster will not consume the item.
  91. monster_loot_type: 0
  92. // Chance of mob casting a skill (Note 2)
  93. // Higher rates lead to 100% mob skill usage with no/few normal attacks.
  94. // Set to 0 to disable mob skills.
  95. mob_skill_rate: 100
  96. // Mob skill delay adjust (Note 2)
  97. // After a mob has casted a skill, there is a delay before being able to
  98. // re-cast it. Note that skills with a delay of 0 can't be affected by this
  99. // setting.
  100. mob_skill_delay: 100
  101. // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
  102. mob_count_rate: 100
  103. // Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
  104. //Note: This does not affects mobs with inmediate respawn (most normal mobs)
  105. mob_spawn_delay: 100
  106. plant_spawn_delay: 100
  107. boss_spawn_delay: 100
  108. // Should mobs not spawn within the viewing range of players?
  109. // 0 is disabled, otherwise it is the number of retries before giving up
  110. // and spawning the mob within player-view anyway, unless the max (100) is used,
  111. // in which case the mob will not be spawned, and it'll be retried again in
  112. // 5 seconds.
  113. // NOTE: This has no effect on mobs that always spawn on the very same cell
  114. // (like ant eggs) except if you set it to the max.
  115. no_spawn_on_player: 0
  116. // Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
  117. // If set to yes, all monsters will have a random respawn spot across the whole
  118. // map regardless of what the mob-spawn file says.
  119. force_random_spawn: no
  120. // Do summon slaves inherit the passive/aggressive traits of their master?
  121. // 0: No, retain original mode.
  122. // 1: Slaves are always aggressive.
  123. // 2: Slaves are always passive.
  124. // 3: Same as master's aggressive/passive state.
  125. slaves_inherit_mode: 2
  126. // Do summon slaves have the same walking speed as their master?
  127. // NOTE: The default is 3 for official servers.
  128. // 0: Never.
  129. // 1: If the master can walk
  130. // 2: If the master can't walk (even motionless mobs have a speed
  131. // entry in their mob_db)
  132. // 3: Always
  133. slaves_inherit_speed: 3
  134. // Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
  135. // chance of triggering the master's autospell cards? (Note 1)
  136. summons_trigger_autospells: yes
  137. // When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
  138. // NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
  139. retaliate_to_master: yes
  140. // Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
  141. // eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
  142. // mob has a skill that is triggered by skill C, then A will be the target of
  143. // the skill, otherwise B will be targetted by the reaction skill.
  144. mob_changetarget_byskill: no
  145. // If monster's class is changed will it fully recover HP? (Note 1)
  146. monster_class_change_full_recover: yes
  147. // Display some mob info next to their name? (add as needed)
  148. // (does not works on guardian or emperium)
  149. // 1: Display mob HP (Hp/MaxHp format)
  150. // 2: Display mob HP (Percent of full life format)
  151. // 4: Display mob's level
  152. show_mob_info: 0
  153. // Zeny from mobs
  154. zeny_from_mobs: no
  155. // Monsters level up (monster will level up each time a player is killed and they will grow stronger)
  156. // Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
  157. // NOTE: Does not apply to WoE Guardians.
  158. mobs_level_up: no
  159. mobs_level_up_exp_rate: 1
  160. // Dynamic Mobs Options
  161. // Use dynamic mobs? (recommended for small-medium sized servers)
  162. dynamic_mobs: yes
  163. // Remove Mobs even if they are hurt
  164. mob_remove_damaged: yes
  165. // Delay before removing mobs from empty maps (default 5 min = 300 secs)
  166. mob_remove_delay: 300000
  167. // Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off)
  168. // Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10.
  169. mob_clear_delay: 0
  170. // Defines on who the mob npc_event gets executed when a mob is killed.
  171. // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
  172. // Type 0: On the player that did the most damage to the mob.
  173. // NOTE: This affects who gains the Castle when the Emperium is broken.
  174. mob_npc_event_type: 1
  175. // Time in milliseconds to actitave protection against Kill Steal
  176. // Set to 0 to disable it.
  177. // If this is activated and a player is using @noks, damage from others players (KS) not in the party
  178. // will be reduced to 0.
  179. ksprotection: 0
  180. // Should MVP slaves retain their target when summoned back to their master?
  181. mob_slave_keep_target: yes