diff options
Diffstat (limited to 'conf-tmpl/battle/monster.conf')
-rw-r--r-- | conf-tmpl/battle/monster.conf | 322 |
1 files changed, 161 insertions, 161 deletions
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf index bcca6e6e8..70ff5f7c2 100644 --- a/conf-tmpl/battle/monster.conf +++ b/conf-tmpl/battle/monster.conf @@ -1,161 +1,161 @@ -// ______ __ __ -// /\ _ \/\ \__/\ \ -// __\ \ \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. 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. -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 inherit the passive/aggressive traits of their master? (Note 1) -slaves_inherit_mode: yes - -// 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 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 +// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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. 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.
+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 inherit the passive/aggressive traits of their master? (Note 1)
+slaves_inherit_mode: yes
+
+// 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 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
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