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//================= Hercules Configuration ================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2014-2016 Hercules Dev Team
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
// Battle (Monster) Configuration File
//=========================================================================
// Note 1: Value is a config switch (true/false)
// 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)
//=========================================================================
// 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
// The maximum attack speed of a monster
monster_max_aspd: 199
// Defines various mob AI related settings. (Note 3)
// 0x001: When enabled mobs will update their target cell every few iterations
// (normally they never update their target cell until they reach it while
// chasing)
// 0x002: 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)
// 0x004: If not set, mobs that can change target only do so when melee attacked
// (distance player/mob < 3), otherwise mobs may change target and chase
// ranged attackers. This flag also overrides the 'provoke' target.
// 0x008: 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)
// 0x010: If set, mob skills defined for friends will also trigger on themselves.
// 0x020: 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.
// 0x040: When set, when the mob's target changes map, the mob will walk towards
// any npc-warps in it's sight of view (use with mob_warp below)
// 0x100: 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)
// 0x200: 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.
// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
// will obey the normal skill range rules.
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0x001
// How often should a monster rethink its chase?
// 0: Every 100ms (MIN_MOBTHINKTIME)
// 1: Every cell moved
// 2: Every 2 cells moved
// 3: Every 3 cells moved (official)
// x: Every x cells moved
// Regardless of this setting, a monster will always rethink its chase if it has
// reached its target. Increase this value if you want to make monsters continue
// moving after they lost their target (hide, no line of sight, etc.).
monster_chase_refresh: 2
// 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.
mob_warp: 0
// If these are set above 0, they define the time (in ms) during which monsters
// will have their 'AI' active after all players have left their vicinity.
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
// Allow monsters to be aggresive and attack first? (Note 1)
monster_active_enable: true
// 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)
// Setting to 0 is like they always have endure.
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
// 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 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 true, all monsters will have a random respawn spot across the whole
// map regardless of what the mob-spawn file says.
force_random_spawn: false
// 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.
slaves_inherit_mode: 2
// Do summon slaves have the same walking speed as their master?
// 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
// Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
// chance of triggering the master's autospell cards? (Note 1)
summons_trigger_autospells: true
// 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: true
// 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 true 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: false
// If monster's class is changed will it fully recover HP? (Note 1)
monster_class_change_full_recover: true
// 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: false
// 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: false
mobs_level_up_exp_rate: 1
// Dynamic Mobs Options
// Use dynamic mobs? (recommended for small-medium sized servers)
dynamic_mobs: true
// Remove Mobs even if they are hurt
mob_remove_damaged: true
// 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: 0
// 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
// Should MVP slaves retain their target when summoned back to their master?
mob_slave_keep_target: true
// Whether or not to spawn the mvp tomb.
// See http://irowiki.org/wiki/MVP#Gravestone
mvp_tomb_enabled: true
// Delay before a tomb is spawned, in milliseconds.
// Default: 10000 (10 seconds)
mvp_tomb_spawn_delay: 10000
// Show hp bar on monsters? (Default: yes)
// NOTE: only works on client 2012-04-04aRagexeRE onwards
show_monster_hp_bar: true
// 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: false
mob_size_influence: false
// 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: 220
boss_icewall_walk_block: 1
// 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
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