// ______ __ __ // /\ _ \/\ \__/\ \ // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ // _ _ _ _ _ _ _ _ _ _ _ _ _ // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ // //-------------------------------------------------------------- // eAthena Battle Configuration File // Originally Translated by Peter Kieser // 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. // 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 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