summaryrefslogtreecommitdiff
path: root/conf-tmpl/battle/monster.conf
blob: c8f01be40d5e00a8e53b3e00e4414a2765ce49e3 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
//      ______  __    __                                 
//     /\  _  \/\ \__/\ \                                
//   __\ \ \L\ \ \ ,_\ \ \___      __    ___      __     
// /'__`\ \  __ \ \ \/\ \  _ `\  /'__`\/' _ `\  /'__`\   
///\  __/\ \ \/\ \ \ \_\ \ \ \ \/\  __//\ \/\ \/\ \L\.\_ 
//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
//  _   _   _   _   _   _   _     _   _   _   _   _   _
// / \ / \ / \ / \ / \ / \ / \   / \ / \ / \ / \ / \ / \ 
//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
// \_/ \_/ \_/ \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ \_/
//
//--------------------------------------------------------------
// eAthena Battle Configuration File
// Originally Translated by Peter Kieser <pfak@telus.net>
// Made in to plainer English by Ancyker
//--------------------------------------------------------------
// Note 1: Value is a config switch (on/off, yes/no or 1/0)
// Note 2: Value is in percents (100 means 100%)
// Note 3: Value is not limited to 60k (see below)
// Note 4: Value is a bit field. If no description is given,
//         assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun)
// Other Information:
// All values are limited to a number between 0 and 60k
// (60000, 600%, 60secs, ...), unless otherwise specified.
//--------------------------------------------------------------

// [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. [Note 4]
// 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: 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)
// 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 vecinity
//        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_npc_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 be applied to all entries of
//        the same skill, instead of only that particular entry (eg: Mob has heal
//        on six lines for different conditions, when set, whenever one of the six 
//        trigger, all of them will share the delay
// 0x400: By default mobs have a range of 9 for all skills. Set this to enforce
//        the normal skill range rules on them.
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0

// 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

// 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: yes

// 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 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_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 yes, all monsters will have a random respawn spot across the whole
// map regardless of what the mob-spawn file says.
force_random_spawn: no

// 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: 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? (Note 1)
monster_class_change_full_recover: yes

// 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: 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