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authorAndrei Karas <akaras@inbox.ru>2014-10-05 11:34:32 +0300
committerAndrei Karas <akaras@inbox.ru>2018-05-03 23:41:30 +0300
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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: 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: 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: 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: 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