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Diffstat (limited to 'conf/map/battle/monster.conf')
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diff --git a/conf/map/battle/monster.conf b/conf/map/battle/monster.conf new file mode 100644 index 000000000..48e476161 --- /dev/null +++ b/conf/map/battle/monster.conf @@ -0,0 +1,261 @@ +//================= Hercules Configuration ================================ +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2014-2016 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +// Battle (Monster) Configuration File +//========================================================================= +// Note 1: Value is a config switch (true/false) +// Note 2: Value is in percents (100 means 100%) +// Note 3: Value is a bit field. If no description is given, +// assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary) +//========================================================================= + +// The HP rate of MVPs. (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. (Note 3) +// 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: 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 +// 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 +// any npc-warps in it's sight of view (use with mob_warp below) +// 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 not be applied to all entries of +// 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 +// will obey the normal skill range rules. +// Example: 0x140 -> Chase players through warps + use skills in random order. +monster_ai: 0 + +// How often should a monster rethink its chase? +// 0: Every 100ms (MIN_MOBTHINKTIME) +// 1: Every cell moved +// 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 +// 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 + +// Should mobs be able to be warped (add as needed)? +// 0: Disable. +// 1: Enable mob-warping when standing on NPC-warps +// 2: Enable mob-warping when standing on Priest Warp Portals +// 4: Disable warping when the target map is a 'nobranch' map. +mob_warp: 0 + +// If these are set above 0, they define the time (in ms) during which monsters +// will have their 'AI' active after all players have left their vicinity. +mob_active_time: 0 +boss_active_time: 0 + +// Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2) +view_range_rate: 100 + +// Chase Range is the base minimum-chase that a mob gives before giving up +// (as long as the target is outside their field of view). This is the range3 +// column in the mob_db. (Note 2) +chase_range_rate: 100 + +// Allow monsters to be aggresive and attack first? (Note 1) +monster_active_enable: true + +// Should the mob_db names override the mob names specified in the spawn files? +// 0: No +// 1: always use the mob_db Name column (english mob name) +// 2: always use the mob_db JName column (original Kro mob name) +override_mob_names: 0 + +// Monster damage delay rate (Note 2) +// Setting to 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 immediate respawn (most normal mobs) +mob_spawn_delay: 100 +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 +// 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. +// NOTE: This has no effect on mobs that always spawn on the very same cell +// (like ant eggs) except if you set it to the max. +no_spawn_on_player: 0 + +// Should spawn coordinates in the mob-spawn files be ignored? (Note 1) +// If set to true, all monsters will have a random respawn spot across the whole +// map regardless of what the mob-spawn file says. +force_random_spawn: false + +// Do summon slaves inherit the passive/aggressive traits of their master? +// 0: No, retain original mode. +// 1: Slaves are always aggressive. +// 2: Slaves are always passive. +// 3: Same as master's aggressive/passive state. +slaves_inherit_mode: 2 + +// Do summon slaves have the same walking speed as their master? +// NOTE: The default is 3 for official servers. +// 0: Never. +// 1: If the master can walk +// 2: If the master can't walk (even motionless mobs have a speed +// entry in their mob_db) +// 3: Always +slaves_inherit_speed: 3 + +// Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a +// chance of triggering the master's autospell cards? (Note 1) +summons_trigger_autospells: true + +// 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: true + +// 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 true 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: false + +// If monster's class is changed will it fully recover HP? (Note 1) +monster_class_change_full_recover: true + +// Display some mob info next to their name? (add as needed) +// (does not works on guardian or Emperium) +// 1: Display mob HP (Hp/MaxHp format) +// 2: Display mob HP (Percent of full life format) +// 4: Display mob's level +show_mob_info: 0 + +// Zeny from mobs +zeny_from_mobs: false + +// 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: false +mobs_level_up_exp_rate: 1 + +// Dynamic Mobs Options +// Use dynamic mobs? (recommended for small-medium sized servers) +dynamic_mobs: true + +// Remove Mobs even if they are hurt +mob_remove_damaged: true + +// Delay before removing mobs from empty maps (default 5 min = 300 secs) +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. +mob_npc_event_type: 1 + +// Time in milliseconds to activate protection against Kill Steal +// Set to 0 to disable it. +// If this is activated and a player is using @noks, damage from others players (KS) not in the party +// will be reduced to 0. +ksprotection: 0 + +// Should MVP slaves retain their target when summoned back to their master? +mob_slave_keep_target: true + +// Whether or not to spawn the mvp tomb. +// See http://irowiki.org/wiki/MVP#Gravestone +mvp_tomb_enabled: true + +// Show hp bar on monsters? (Default: yes) +// NOTE: only works on client 2012-04-04aRagexeRE onwards +show_monster_hp_bar: true + +// Whether or not the size of specially summoned mobs influences experience, drop rates, +// and stats. The rates will be doubled for large mobs, and halved for small ones. +// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1) +// Default: false +mob_size_influence: false + +// How should a monster be trapped by an icewall casted directly on it? +// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of +// them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use +// idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use +// idle and rudeattacked skills (when attacked). +// 0: Monster won't be stuck in icewall at all. +// 1: Monster will behave like a trapped monster. +// 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall. +// NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other +// servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting +// icewall completely blocked on all maps that have boss monsters on them. +// Default (least exploitable): mob - 75, boss - 0 +// Default (most official): mob - 220, boss - 1 +mob_icewall_walk_block: 220 +boss_icewall_walk_block: 1 |