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author | Haru <haru@dotalux.com> | 2016-02-13 15:38:23 +0100 |
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committer | Haru <haru@dotalux.com> | 2016-08-19 21:32:26 +0200 |
commit | 6cdb1e5ec2daa295b388d6c3a920b6cffe4193ce (patch) | |
tree | e4d67ff2bb7e80b6cab693f9ec24dac47b3a27a4 /conf/battle/monster.conf | |
parent | c0e59c874786cdf3bc5863090934b8e18ba0336d (diff) | |
download | hercules-6cdb1e5ec2daa295b388d6c3a920b6cffe4193ce.tar.gz hercules-6cdb1e5ec2daa295b388d6c3a920b6cffe4193ce.tar.bz2 hercules-6cdb1e5ec2daa295b388d6c3a920b6cffe4193ce.tar.xz hercules-6cdb1e5ec2daa295b388d6c3a920b6cffe4193ce.zip |
Ported battle.conf to libconfig
Ported to modern Hercules and cleaned up from Panikon's commits: 44fea0b3cdba6901599265220228ba4359b1f96d, 9cba05bc0811e638bbaaa6cff887d0b2c9872560
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'conf/battle/monster.conf')
-rw-r--r-- | conf/battle/monster.conf | 238 |
1 files changed, 0 insertions, 238 deletions
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf deleted file mode 100644 index 23087ec78..000000000 --- a/conf/battle/monster.conf +++ /dev/null @@ -1,238 +0,0 @@ -//-------------------------------------------------------------- -// Hercules Battle Configuration File -// Originally Translated by Peter Kieser <pfak@telus.net> -// Made in to plainer English by Ancyker -//-------------------------------------------------------------- -// Note 1: Value is a config switch (on/off, yes/no or 1/0) -// 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) -//-------------------------------------------------------------- - -// 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: 0 - -// 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: 3 - -// 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: yes - -// 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 1) -// Setting to no/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 yes, all monsters will have a random respawn spot across the whole -// map regardless of what the mob-spawn file says. -force_random_spawn: no - -// 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: yes - -// 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: yes - -// 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 yes 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: no - -// If monster's class is changed will it fully recover HP? (Note 1) -monster_class_change_full_recover: yes - -// 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: no - -// 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: no -mobs_level_up_exp_rate: 1 - -// Dynamic Mobs Options -// Use dynamic mobs? (recommended for small-medium sized servers) -dynamic_mobs: yes - -// Remove Mobs even if they are hurt -mob_remove_damaged: yes - -// 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: 1 - -// 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: yes - -// Whether or not to spawn the mvp tomb. -// See http://irowiki.org/wiki/MVP#Gravestone -mvp_tomb_enabled: yes - -// Show hp bar on monsters? (Default: yes) -// NOTE: only works on client 2012-04-04aRagexeRE onwards -show_monster_hp_bar: yes - -// 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: no -mob_size_influence: no - -// 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 |