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-rw-r--r--conf/battle/monster.conf14
1 files changed, 7 insertions, 7 deletions
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf
index 3167c11b1..23087ec78 100644
--- a/conf/battle/monster.conf
+++ b/conf/battle/monster.conf
@@ -27,13 +27,13 @@ monster_max_aspd: 199
// 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
+// (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
+// 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
@@ -45,7 +45,7 @@ monster_max_aspd: 199
// 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
+// 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
@@ -56,7 +56,7 @@ monster_ai: 0
// 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
+// 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
@@ -120,7 +120,7 @@ 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
+// 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.
@@ -195,7 +195,7 @@ 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.
+// 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
@@ -235,4 +235,4 @@ mob_size_influence: no
// Default (least exploitable): mob - 75, boss - 0
// Default (most official): mob - 220, boss - 1
mob_icewall_walk_block: 220
-boss_icewall_walk_block: 1 \ No newline at end of file
+boss_icewall_walk_block: 1