# Hercules Monster Modes Reference <!-- ## Copyright > This file is part of Hercules. > http://herc.ws - http://github.com/HerculesWS/Hercules > > Copyright (C) 2012-2018 Hercules Dev Team > Copyright (C) Athena Dev Teams > > 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/>. --> ## Description A reference description of Hercules's mob_db.conf `mode` field. ## Monster Mode Legend: Constant Name | Bits | Value | Description :-------------------- | :-----: | :------: | :---------------- MD_CANMOVE | 0x00001 | 1 | Enables the mob to move/chase characters. MD_LOOTER | 0x00002 | 2 | The mob will loot up nearby items on the ground when it's on idle state. MD_AGGRESSIVE | 0x00004 | 4 | Normal aggressive mob, will look for a close-by player to attack. MD_ASSIST | 0x00008 | 8 | When a nearby mob of the same class attacks, assist types will join them. MD_CASTSENSOR_IDLE | 0x00010 | 16 | Will go after characters who start casting on them if idle or walking (without a target). MD_BOSS | 0x00020 | 32 | Special flag which makes mobs immune to certain status changes and skills. MD_PLANT | 0x00040 | 64 | Always receives 1 damage from attacks. MD_CANATTACK | 0x00080 | 128 | Enables the mob to attack/retaliate when you are within attack range. <br/>Note that this only enables them to use normal attacks, skills are always allowed. MD_DETECTOR | 0x00100 | 256 | Enables mob to detect and attack characters who are in hiding/cloak. MD_CASTSENSOR_CHASE | 0x00200 | 512 | Will go after characters who start casting on them if idle or chasing other players (they switch chase targets) MD_CHANGECHASE | 0x00400 | 1024 | Allows chasing mobs to switch targets if another player happens to be within attack range (handy on ranged attackers, for example) MD_ANGRY | 0x00800 | 2048 | These mobs are "hyper-active". Apart from "chase"/"attack", they have the states "follow"/"angry". </br>Once hit, they stop using these states and use the normal ones. The new states are used to determine a different skill-set for their "before attacked" and "after attacked" states. </br>Also, when "following", they automatically switch to whoever character is closest. MD_CHANGETARGET_MELEE | 0x01000 | 4096 | Enables a mob to switch targets when attacked while attacking someone else. MD_CHANGETARGET_CHASE | 0x02000 | 8192 | Enables a mob to switch targets when attacked while chasing another character. MD_TARGETWEAK | 0x04000 | 16384 | Allows aggressive monsters to only be aggressive against characters that are five levels below it's own level. </br>For example, a monster of level 104 will not pick fights with a level 99. MD_NOKNOCKBACK | 0x08000 | 32768 | Monsters will be immune to knockback's effect. MD_RANDOMTARGET | 0x10000 | 65536 | Picks a new random target in range on each attack/skill. (not implemented) ## Aegis Mob Types: What Aegis has are mob-types, where each type represents an AI behavior that is mimicked by a group of eA mode bits. This is the table to convert from one to another: No. | Bits | Mob Type | Aegis/eA Description --: | :----: | :------: | :---------------- 01 | 0x0081 | Any | passive 02 | 0x0083 | Any | passive, looter 03 | 0x1089 | Any | passive, assist and change-target melee 04 | 0x3885 | Any | angry, change-target melee/chase 05 | 0x2085 | Any | aggressive, change-target chase 06 | 0x0000 | Plants | passive, immobile, can't attack 07 | 0x108B | Any | passive, looter, assist, change-target melee 08 | 0x6085 | Any | aggressive, change-target chase, target weak enemies 09 | 0x3095 | Guardian | aggressive, change-target melee/chase, cast sensor idle 10 | 0x0084 | Any | aggressive, immobile 11 | 0x0084 | Guardian | aggressive, immobile 12 | 0x2085 | Guardian | aggressive, change-target chase 13 | 0x308D | Any | aggressive, change-target melee/chase, assist 17 | 0x0091 | Any | passive, cast sensor idle 19 | 0x3095 | Any | aggressive, change-target melee/chase, cast sensor idle 20 | 0x3295 | Any | aggressive, change-target melee/chase, cast sensor idle/chase 21 | 0x3695 | Any | aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target 25 | 0x0001 | Pet | passive, can't attack 26 | 0xB695 | Any | aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target, random target 27 | 0x8084 | Any | aggressive, immobile, random target - Note that the detector bit due to being Insect/Demon, Plant and Boss mode bits need to be added independently of this list.