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// ______ __ __
// /\ _ \/\ \__/\ \
// __\ \ \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: 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.
//--------------------------------------------------------------
// [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: When enabled mobs will update their target cell every few iterations
// (normally they never update their target cell until they reach it while
// 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. This flag also overrides the 'provoke' target.
// 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.
//64: 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)
//128: When set, aggressive mobs will give the same priority to Homuns and
// players and will go after the closest target instead of always picking
// the homunculus
//
//256: 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)
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? (Note 1)
slaves_inherit_mode: yes
// 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) 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 and SP and Ailments? (Note 1)
monster_class_change_full_recover: no
// 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
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