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authorAkkarinage <mike.langford@live.co.uk>2013-06-14 21:27:02 +0100
committerAkkarinage <mike.langford@live.co.uk>2013-06-14 21:27:02 +0100
commit3136a514a17ff9874b458673ca3f89bad8e75ce8 (patch)
treeae8b5eb6ef53d5de6cbdb217d89d823c75bf52a0 /conf/battle/monster.conf
parent634bcc63b7adff53d817c19195c4060170eeecfc (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.conf12
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.