monster.conf 15 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. // The maximum attack speed of a monster
  16. monster_max_aspd: 199
  17. // Defines various mob AI related settings. (Note 3)
  18. // 0x0001: When enabled mobs will update their target cell every few iterations
  19. // (normally they never update their target cell until they reach it while
  20. // chasing)
  21. // 0x0002: Makes mob use their "rude attack" skill (usually warping away) if they
  22. // are attacked and they can't attack back regardless of how they were
  23. // attacked (eg: GrimTooth), otherwise, their "rude attack" is only activated
  24. // if they can't melee reach the target (eg: sniping)
  25. // 0x0004: If not set, mobs that can change target only do so when attacked within a
  26. // distance of [attack range+1], otherwise mobs may change target and chase
  27. // ranged attackers. This flag also overrides the 'provoke' target.
  28. // 0x0008: When set, mobs scatter as soon as they lose their target. Use this mode
  29. // to make it much harder to mob-train by hiding and collecting them on a
  30. // single spot (ie: GrimTooth training)
  31. // 0x0010: If set, mob skills defined for friends will also trigger on themselves.
  32. // 0x0020: When set, the monster ai is executed for all monsters in maps that
  33. // have players on them, instead of only for mobs who are in the vicinity
  34. // of players.
  35. // 0x0040: When set, when the mob's target changes map, the mob will walk towards
  36. // any npc-warps in it's sight of view (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. // Example: 0x140 -> Chase players through warps + use skills in random order.
  57. monster_ai: 0
  58. // How often should a monster rethink its chase?
  59. // 0: Every 100ms (MIN_MOBTHINKTIME)
  60. // 1: Every cell moved
  61. // x: Every x cells moved or at end of the chase path
  62. // 30 (max): Only at end of the chase path (official)
  63. // Regardless of this setting, a monster will always check for targets in attack
  64. // range. Decrease this value if you want to make monsters to be more reactive while
  65. // chasing. This also defines the maximum amount of cells monsters will move after
  66. // they lost their target (hide, no line of sight, etc.).
  67. monster_chase_refresh: 30
  68. // Should mobs be able to be warped (add as needed)?
  69. // 0: Disable.
  70. // 1: Enable mob-warping when standing on NPC-warps
  71. // 2: Enable mob-warping when standing on Priest Warp Portals
  72. // 4: Disable warping when the target map is a 'nobranch' map.
  73. // 8: Enable mob-warping when standing on Dimensional Door
  74. mob_warp: 0
  75. // Defines the time (in ms) during which monsters will have their AI active
  76. // after all players have left their vicinity.
  77. mob_active_time: 5000
  78. boss_active_time: 5000
  79. // Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
  80. view_range_rate: 100
  81. // Chase Range is the base minimum-chase that a mob gives before giving up
  82. // (as long as the target is outside their field of view). This is the range3
  83. // column in the mob_db. (Note 2)
  84. chase_range_rate: 100
  85. // Which level of of Vulture's Eye and Snake's Eye should monsters have learned?
  86. // Officially monsters don't have these skills learned, so their ranged skills
  87. // only have a range of 9. If you put a number higher than 0, their range will
  88. // be increased by that number.
  89. monster_eye_range_bonus: 0
  90. // Allow monsters to be aggresive and attack first? (Note 1)
  91. monster_active_enable: yes
  92. // Should the mob_db names override the mob names specified in the spawn files?
  93. // 0: No
  94. // 1: always use the mob_db Name column (english mob name)
  95. // 2: always use the mob_db JName column (original Kro mob name)
  96. override_mob_names: 0
  97. // Monster damage delay rate (Note 1)
  98. // Setting to no/0 is like they always have endure.
  99. monster_damage_delay_rate: 100
  100. // Looting monster actions.
  101. // 0 = Monster will consume the item.
  102. // 1 = Monster will not consume the item.
  103. monster_loot_type: 0
  104. // How does monster search floor item to loot?
  105. // 0: Closest (old Athena style)
  106. // 1: Oldest in range (Official)
  107. monster_loot_search_type: 1
  108. // Chance of mob casting a skill (Note 2)
  109. // Higher rates lead to 100% mob skill usage with no/few normal attacks.
  110. // Set to 0 to disable mob skills.
  111. mob_skill_rate: 100
  112. // Mob skill delay adjust (Note 2)
  113. // After a mob has casted a skill, there is a delay before being able to
  114. // re-cast it. Note that skills with a delay of 0 can't be affected by this
  115. // setting.
  116. mob_skill_delay: 100
  117. // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
  118. mob_count_rate: 100
  119. // Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
  120. //Note: This does not affects mobs with immediate respawn (most normal mobs)
  121. mob_spawn_delay: 100
  122. plant_spawn_delay: 100
  123. boss_spawn_delay: 100
  124. // Should the mobs respawn time have variance applied to it? (Note 3)
  125. // 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.
  126. // 0: None
  127. // 1: Boss monsters (official)
  128. // 2: Normal monsters
  129. // 3: All monsters (legacy Athena)
  130. mob_spawn_variance: 1
  131. // Should mobs not spawn within the viewing range of players?
  132. // 0 is disabled, otherwise it is the number of retries before giving up
  133. // and spawning the mob within player-view anyway, unless the max (100) is used,
  134. // in which case the mob will not be spawned, and it'll be retried again in
  135. // 5 seconds.
  136. // NOTE: This has no effect on mobs that always spawn on the very same cell
  137. // (like ant eggs) except if you set it to the max.
  138. no_spawn_on_player: 0
  139. // Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
  140. // If set to yes, all monsters will have a random respawn spot across the whole
  141. // map regardless of what the mob-spawn file says.
  142. force_random_spawn: no
  143. // Should each monster's center cell be randomized? (Note 1)
  144. // Officially, at server start, each monster's center cell is set to a random cell in the spawn area.
  145. // Each time the monster spawns it will spawn in an area around its center cell rather than the
  146. // original center of the spawn definition. This results in a much larger total spawn area and a
  147. // different experience each server start.
  148. // Set this to "no" if you want all monsters of a spawn to spawn around the original center of the
  149. // spawn definition, making the total spawn area much smaller (old eAthena behavior).
  150. randomize_center_cell: yes
  151. // Do summon slaves inherit the passive/aggressive traits of their master?
  152. // 0: No, retain original mode.
  153. // 1: Slaves are always aggressive.
  154. // 2: Slaves are always passive.
  155. // 3: Same as master's aggressive/passive state.
  156. // 4: Mode is overwritten with slave mode (official)
  157. slaves_inherit_mode: 4
  158. // Do summon slaves have the same walking speed as their master?
  159. // NOTE: The default is 3 for official servers.
  160. // 0: Never.
  161. // 1: If the master can walk
  162. // 2: If the master can't walk (even motionless mobs have a speed
  163. // entry in their mob_db)
  164. // 3: Always
  165. slaves_inherit_speed: 3
  166. // Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
  167. // chance of triggering the master's autospell cards? (Note 1)
  168. summons_trigger_autospells: yes
  169. // When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
  170. // NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
  171. retaliate_to_master: yes
  172. // Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
  173. // eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
  174. // mob has a skill that is triggered by skill C, then A will be the target of
  175. // the skill, otherwise B will be targetted by the reaction skill.
  176. mob_changetarget_byskill: no
  177. // If monster's class is changed will it fully recover HP? (Note 1)
  178. monster_class_change_full_recover: yes
  179. // Display some mob info next to their name? (add as needed)
  180. // (does not works on guardian or Emperium)
  181. // 1: Display mob HP (Hp/MaxHp format)
  182. // 2: Display mob HP (Percent of full life format)
  183. // 4: Display mob's level
  184. show_mob_info: 0
  185. // Zeny from mobs
  186. zeny_from_mobs: no
  187. // Monsters level up (monster will level up each time a player is killed and they will grow stronger)
  188. // Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
  189. // NOTE: Does not apply to WoE Guardians.
  190. mobs_level_up: no
  191. mobs_level_up_exp_rate: 1
  192. // Dynamic Mobs Options
  193. // Use dynamic mobs? (recommended for small-medium sized servers)
  194. dynamic_mobs: yes
  195. // Remove Mobs even if they are hurt
  196. mob_remove_damaged: yes
  197. // Delay before removing mobs from empty maps (default 5 min = 300 secs)
  198. mob_remove_delay: 300000
  199. // Defines on who the mob npc_event gets executed when a mob is killed.
  200. // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
  201. // Type 0: On the player that did the most damage to the mob.
  202. // NOTE: This affects who gains the Castle when the Emperium is broken.
  203. mob_npc_event_type: 1
  204. // Time in milliseconds to activate protection against Kill Steal
  205. // Set to 0 to disable it.
  206. // If this is activated and a player is using @noks, damage from others players (KS) not in the party
  207. // will be reduced to 0.
  208. ksprotection: 0
  209. // Should MVP slaves retain their target when summoned back to their master?
  210. mob_slave_keep_target: yes
  211. // Whether or not to spawn the mvp tomb.
  212. // See http://irowiki.org/wiki/MVP#Gravestone
  213. mvp_tomb_enabled: yes
  214. // Delay before the MVP tomb is spawned.
  215. // Default: 9 seconds
  216. mvp_tomb_delay: 9000
  217. // Whether or not the size of specially summoned mobs influences experience, drop rates,
  218. // and stats. The rates will be doubled for large mobs, and halved for small ones.
  219. // This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)
  220. // Default: no
  221. mob_size_influence: no
  222. // How should a monster be trapped by an icewall casted directly on it?
  223. // On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of
  224. // them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use
  225. // idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use
  226. // idle and rudeattacked skills (when attacked).
  227. // 0: Monster won't be stuck in icewall at all.
  228. // 1: Monster will behave like a trapped monster.
  229. // 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall.
  230. // NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other
  231. // servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting
  232. // icewall completely blocked on all maps that have boss monsters on them.
  233. // Default (least exploitable): mob - 75, boss - 0
  234. // Default (most official): mob - 220, boss - 1
  235. mob_icewall_walk_block: 75
  236. boss_icewall_walk_block: 0
  237. // Should HP bars be shown for monsters?
  238. // 2012-04-04aRagexeRE or higher client required.
  239. monster_hp_bars_info: yes
  240. // Should a monster respawn and a warning printed to the map server when a monster couldn't move for a long time?
  241. // This can be legit gameplay (e.g. players keeping an MVP stuck inside icewall), but if you want to prevent any
  242. // exploits and be notified about them, you can set this to yes.
  243. monster_stuck_warning: no
  244. // Rate at which monsters use their idle skills when there are no players nearby (Note 2)
  245. // On official servers monsters use their idle skills if they have been spotted once, even if there are no players nearby anymore.
  246. // On small-medium sized servers this can cause all monsters like eggs and Fabre/Pupa to metamorph.
  247. // To switch it off, set it to 0.
  248. mob_nopc_idleskill_rate: 100
  249. boss_nopc_idleskill_rate: 100
  250. // Rate at which monsters move when there are no players nearby (Note 2)
  251. // On official servers monsters always move if they have been spotted once, even if there are no players nearby anymore.
  252. // To switch it off, set it to 0.
  253. mob_nopc_move_rate: 100
  254. boss_nopc_move_rate: 100
  255. // When killing a monster, do AG_BATTLE type achievements trigger for everyone in the same party within the area?
  256. // Area is limited to area_size battle config.
  257. achievement_mob_share: no
  258. // Should slaves teleport back to their master if they get too far during chase? (Note 1)
  259. // Default (Official): no
  260. slave_stick_with_master: no
  261. // Absolute minimum respawn time in milliseconds of a monster.
  262. // Also used in delaying the spawning of guardians when a guild is not loaded.
  263. // Default (Official): 1000
  264. mob_respawn_time: 1000
  265. // Defines the time (in ms) after which a monster unlocks its target when trapped.
  266. // During this time monsters will still be in idle mode and use idle skills on random
  267. // targets, but they continue chasing their original target when no longer trapped.
  268. mob_unlock_time: 2000