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author | Akkarinage <mike.langford@live.co.uk> | 2013-06-14 21:27:02 +0100 |
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committer | Akkarinage <mike.langford@live.co.uk> | 2013-06-14 21:27:02 +0100 |
commit | 3136a514a17ff9874b458673ca3f89bad8e75ce8 (patch) | |
tree | ae8b5eb6ef53d5de6cbdb217d89d823c75bf52a0 /conf/battle/monster.conf | |
parent | 634bcc63b7adff53d817c19195c4060170eeecfc (diff) | |
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Whitespace, TABs & Spellings
Replaced indents using spaces with tabs, reducing file sizes and
conforming to standards.
Diffstat (limited to 'conf/battle/monster.conf')
-rw-r--r-- | conf/battle/monster.conf | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf index 51136fbe0..50d661087 100644 --- a/conf/battle/monster.conf +++ b/conf/battle/monster.conf @@ -30,13 +30,13 @@ monster_max_aspd: 199 // (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 +// immediately. 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 +// 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) @@ -60,7 +60,7 @@ monster_ai: 0 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 vecinity. +// will have their 'AI' active after all players have left their vicinity. mob_active_time: 0 boss_active_time: 0 @@ -105,7 +105,7 @@ mob_skill_delay: 100 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) +//Note: This does not affects mobs with immediate respawn (most normal mobs) mob_spawn_delay: 100 plant_spawn_delay: 100 boss_spawn_delay: 100 @@ -158,7 +158,7 @@ mob_changetarget_byskill: no monster_class_change_full_recover: yes // Display some mob info next to their name? (add as needed) -// (does not works on guardian or emperium) +// (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 @@ -189,7 +189,7 @@ mob_remove_delay: 300000 // NOTE: This affects who gains the Castle when the Emperium is broken. mob_npc_event_type: 1 -// Time in milliseconds to actitave protection against Kill Steal +// 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. |