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-rw-r--r--conf-tmpl/battle/monster.conf57
1 files changed, 34 insertions, 23 deletions
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf
index 785212014..c0436d26c 100644
--- a/conf-tmpl/battle/monster.conf
+++ b/conf-tmpl/battle/monster.conf
@@ -36,29 +36,40 @@ 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: When enabled mobs will update their target cell every few iterations
-// (normally they never update their target cell until they reach it while
-// 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.
-//64: 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_npc_warp below)
-//128: When set, aggressive mobs will give the same priority to Homuns and
-// players and will go after the closest target instead of always picking
-// the homunculus
-//
-//256: 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)
+// Defines various mob AI related settings. The mask bits are
+// (add to include multiple settings):
+// 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: 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)
+// 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 vecinity
+// 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_npc_warp below)
+// 0x080: When set, aggressive mobs will give the same priority to Homuns and
+// players and will go after the closest target instead of always picking
+// the homunculus
+// 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 be applied to all entries of
+// the same skill, instead of only that particular entry (eg: Mob has heal
+// on six lines for different conditions, when set, whenever one of the six
+// trigger, all of them will share the delay)
+// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0
// Should mobs be able to be warped (add as needed)?