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author | Trojal <trojal@gmail.com> | 2013-01-10 20:09:39 -0800 |
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committer | Trojal <trojal@gmail.com> | 2013-01-10 20:32:02 -0800 |
commit | 83e7a4954437c13aec639b0b512252cc20a8f36c (patch) | |
tree | b7f6d11b2058248d026f2d9944e8f4b6ac288d50 /doc/mob_db_mode_list.txt | |
parent | 51bfeb38eb139e97e0e1c096c85c15fba234f35b (diff) | |
parent | 38e583df21eccd9e4f31d38acaae32579c6f0d27 (diff) | |
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Merge rathena repository to form Hercules initial commit.
Diffstat (limited to 'doc/mob_db_mode_list.txt')
-rw-r--r-- | doc/mob_db_mode_list.txt | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/doc/mob_db_mode_list.txt b/doc/mob_db_mode_list.txt new file mode 100644 index 000000000..4c2b85e4a --- /dev/null +++ b/doc/mob_db_mode_list.txt @@ -0,0 +1,110 @@ +//===== rAthena Documentation ================================ +//= rAthena Monster Modes Reference +//===== By: ================================================== +//= rAthena Dev Team +//===== Current Version: ===================================== +//= 20120630 +//===== Description: ========================================= +//= A reference description of rAthena's mob_db 'mode' field. +//============================================================ + +Bit Legend: +------------------------------------------------------------------------------- + +MD_CANMOVE | 0x0001 | 1 +MD_LOOTER | 0x0002 | 2 +MD_AGGRESSIVE | 0x0004 | 4 +MD_ASSIST | 0x0008 | 8 +MD_CASTSENSOR_IDLE | 0x0010 | 16 +MD_BOSS | 0x0020 | 32 +MD_PLANT | 0x0040 | 64 +MD_CANATTACK | 0x0080 | 128 +MD_DETECTOR | 0x0100 | 256 +MD_CASTSENSOR_CHASE | 0x0200 | 512 +MD_CHANGECHASE | 0x0400 | 1024 +MD_ANGRY | 0x0800 | 2048 +MD_CHANGETARGET_MELEE | 0x1000 | 4096 +MD_CHANGETARGET_CHASE | 0x2000 | 8192 +MD_TARGETWEAK | 0x4000 | 16384 +MD_RANDOMTARGET | 0x8000 | 32768 (not implemented) + +Explanation for modes: +------------------------------------------------------------------------------- + +CanMove: Enables the mob to move/chase characters. + +CanAttack: Enables the mob to attack/retaliate when you are within attack + range. Note that this only enables them to use normal attacks, skills are + always allowed. + +Looter: The mob will loot up nearby items on the ground when it's on idle state. + +Aggressive: normal aggressive mob, will look for a close-by player to attack. + +Assist: When a nearby mob of the same class attacks, assist types will join them. + +Cast Sensor Idle: Will go after characters who start casting on them if idle + or walking (without a target). + +Cast Sensor Chase: Will go after characters who start casting on them if idle + or chasing other players (they switch chase targets) + +Boss: Special flag which makes mobs immune to certain status changes and skills. + +Plant: Always receives 1 damage from attacks. + +Detector: Enables mob to detect and attack characters who are in hiding/cloak. + +ChangeChase: Allows chasing mobs to switch targets if another player happens + to be within attack range (handy on ranged attackers, for example) + +Angry: These mobs are "hyper-active". Apart from "chase"/"attack", they have + the states "follow"/"angry". Once hit, they stop using these states and use + the normal ones. The new states are used to determine a different skill-set + for their "before attacked" and "after attacked" states. Also, when + "following", they automatically switch to whoever character is closest. + +Change Target Melee: Enables a mob to switch targets when attacked while + attacking someone else. + +Change Target Chase: Enables a mob to switch targets when attacked while + chasing another character. + +Target Weak: Allows aggressive monsters to only be aggressive against + characters that are five levels below it's own level. + For example, a monster of level 104 will not pick fights with a level 99. + +Random Target: Picks a new random target in range on each attack / skill. + (not implemented) + +Aegis Mob Types: +------------------------------------------------------------------------------- + +What Aegis has are mob-types, where each type represents an AI behavior that +is mimicked by a group of eA mode bits. This is the table to convert from one +to another: + +Aegis/eA (description) +01: 0x0081 (passive) +02: 0x0083 (passive, looter) +03: 0x1089 (passive, assist and change-target melee) +04: 0x3885 (angry, change-target melee/chase) +05: 0x2085 (aggressive, change-target chase) +06: 0x0000 (passive, immobile, can't attack) [plants] +07: 0x108B (passive, looter, assist, change-target melee) +08: 0x6085 (aggressive, change-target chase, target weak enemies) +09: 0x3095 (aggressive, change-target melee/chase, cast sensor idle) [Guardian] +10: 0x0084 (aggressive, immobile) +11: 0x0084 (aggressive, immobile) [Guardian] +12: 0x2085 (aggressive, change-target chase) [Guardian] +13: 0x308D (aggressive, change-target melee/chase, assist) +17: 0x0091 (passive, cast sensor idle) +19: 0x3095 (aggressive, change-target melee/chase, cast sensor idle) +20: 0x3295 (aggressive, change-target melee/chase, cast sensor idle/chase) +21: 0x3695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target) +25: 0x0001 (passive, can't attack) [Pet] +26: 0xB695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target, random target) +27: 0x8084 (aggressive, immobile, random target) + +- Note that the detector bit due to being Insect/Demon, plant and Boss mode + bits need to be added independently of this list. |