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Diffstat (limited to 'conf-tmpl/battle/monster.conf')
-rw-r--r-- | conf-tmpl/battle/monster.conf | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf new file mode 100644 index 000000000..0ba19d6c2 --- /dev/null +++ b/conf-tmpl/battle/monster.conf @@ -0,0 +1,155 @@ +// ______ __ __ +// /\ _ \/\ \__/\ \ +// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ +// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ +///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ +//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ +// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ +// _ _ _ _ _ _ _ _ _ _ _ _ _ +// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ +//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) +// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ +// +//-------------------------------------------------------------- +// eAthena Battle Configuration File +// Originally Translated by Peter Kieser <pfak@telus.net> +// Made in to plainer English by Ancyker +//-------------------------------------------------------------- +//Note 1: Directives can be set using on/off, yes/no or 1/0. +//Note 2: All rates are in percents, 100 would mean 100%, 200 +// would mean 200%, etc +//Note 3: Value is not limited to 60K (see below) +// Other Information: +// All options are limited to a max of 60K (aprox) which is 600% +// or 60secs as appropiate. +// 1000 miliseconds is 1 second. +// Unless otherwise specified, the minimum value is 0 for all +// features. +//-------------------------------------------------------------- + +// Enemy's Critical Rate (use 0 to disable non-skill criticals) (Note 2) +// Note: In Official servers enemies don't get criticals other than through skills. +enemy_critical_rate: 0 + +// Are enemy attacks effected by their strength? (Note 1) +enemy_str: yes + +// Can enemies have perfect flee? (Note 1) +enemy_perfect_flee: no + +// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (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. The mask bits are (add to include multiple settings) +// 1: If disabled, mobs use Aegis-type path searching, that is, they only move on straight +// lines, and will only change their destination tile after arriving to the previous one. +// When enabled mobs use more dynamic and complex path searching to chase a player +// (they still must be within line of sight to start 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. +// 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) +monster_ai: 0 + +// Allow monsters to be aggresive and attack first? (Note 1) +monster_active_enable: yes + +// 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 inmediate respawn (most normal mobs) +mob_spawn_rate: 100 +plant_spawn_rate: 100 +boss_spawn_rate: 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 (50) is used, +// in which case the mob will not be spawned, and it'll be retried again in +// 5 seconds. +no_spawn_on_player: 0 + +// Do summon slaves have the same walking speed as their master? (Note 1) +// NOTE: The default is yes for official servers. +slaves_inherit_speed: yes + +// Will summoned monsters (alchemists, or @summon'ed monsters) inherit +// the master's auto-spells and auto-effects properties? (Note 1) +summons_inherit_effects: 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 and SP and Ailments? (Note 1) +monster_class_change_full_recover: no + +// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1) +// Will not display guardian or emperium hp. +show_mob_hp: no + +// 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 + +// Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off) +// Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10. +mob_clear_delay: 0 + +// Defines on who the mob npc_event gets executed when a mob is killed. +// Type 1: On theplayer 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 |