diff options
Diffstat (limited to 'conf/battle/monster.conf')
-rw-r--r-- | conf/battle/monster.conf | 14 |
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 |