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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-11-20 21:25:47 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-11-20 21:25:47 +0000
commit38d6992791ab2ee1713093be2cfb3077a689d28e (patch)
tree52d2efe662580f475fe29dc51fe1c1e2e3866b62 /conf-tmpl/battle
parent99f319c197d5e783eef978859535287b45c9f989 (diff)
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- The max level of NPC_SPLASHATTACK is now 1.
- Implemented NPC_DEFENDER. Reduces ranged Physical+Misc damage by 80% - Improved the battle config reader so it accepts hexadecimal values. Updated the monster_ai description to make use of this. - Added monster_ai&0x200. When set, mob skill delays are shared. That is, if the mob has several lines with the same skill, when the skill is used, the delay will be set to all of them, not just the one entry used. - Cleaned mob.c to use hex values when refering mob_ai - Corrected NPC_BARRIER so it grants 100 def/mdef (and not just mdef) - Weapon ATK bonuses will now only apply to watk and NOT watk2 on players (on players watk2 is refine bonus) - Corrected NPC_KEEPING. it should give 90 def, not 100 git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9277 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf-tmpl/battle')
-rw-r--r--conf-tmpl/battle/monster.conf57
1 files changed, 34 insertions, 23 deletions
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf
index 785212014..c0436d26c 100644
--- a/conf-tmpl/battle/monster.conf
+++ b/conf-tmpl/battle/monster.conf
@@ -36,29 +36,40 @@ monster_hp_rate: 100
// The maximum attack speed of a monster
monster_max_aspd: 199
-// Defines various mob AI related settings. The mask bits are (add to include multiple settings)
-// 1: When enabled mobs will update their target cell every few iterations
-// (normally they never update their target cell until they reach it while
-// chasing)
-// 2: 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)
-// 4: 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.
-// 8: If set, when a mob loses track of their target, they stop walking inmediately. Otherwise, they continue
-// to their last target tile. When set mobs also 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)
-//16: If set, mob skills defined for friends will also trigger on themselves.
-//32: 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 vecinity of players.
-//64: 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_npc_warp below)
-//128: When set, aggressive mobs will give the same priority to Homuns and
-// players and will go after the closest target instead of always picking
-// the homunculus
-//
-//256: 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)
+// Defines various mob AI related settings. The mask bits are
+// (add to include multiple settings):
+// 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: If set, when a mob loses track of their target, they stop walking
+// inmediately. Otherwise, they continue to their last target tile. When
+// set mobs also 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 vecinity
+// 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_npc_warp below)
+// 0x080: When set, aggressive mobs will give the same priority to Homuns and
+// players and will go after the closest target instead of always picking
+// the homunculus
+// 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 be applied to all entries of
+// the same skill, instead of only that particular entry (eg: Mob has heal
+// on six lines for different conditions, when set, whenever one of the six
+// trigger, all of them will share the delay)
+// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0
// Should mobs be able to be warped (add as needed)?