//================= Hercules Configuration ================================ //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2014-2019 Hercules Dev Team //= //= 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 . //========================================================================= // Battle (Monster) Configuration File //========================================================================= // Note 1: Value is a config switch (true/false) // Note 2: Value is in percents (100 means 100%) // Note 3: Value is a bit field. If no description is given, // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary) //========================================================================= // The HP rate of MVPs. (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 3) // 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: When set, mobs 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 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) // 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 not be applied to all entries of // the same skill, instead, only to that particular entry (eg: Mob has heal // on six lines in the mob_skill_db, only the entry that is actually used // will receive the delay). This will make monsters harder, especially MvPs. // 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they // will obey the normal skill range rules. // Example: 0x140 -> Chase players through warps + use skills in random order. monster_ai: 0 // How often should a monster rethink its chase? // 0: Every 100ms (MIN_MOBTHINKTIME) // 1: Every cell moved // 2: Every 2 cells moved // 3: Every 3 cells moved (official) // x: Every x cells moved // Regardless of this setting, a monster will always rethink its chase if it has // reached its target. Increase this value if you want to make monsters continue // moving after they lost their target (hide, no line of sight, etc.). monster_chase_refresh: 3 // 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 // 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 vicinity. mob_active_time: 0 boss_active_time: 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: true // 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 2) // Setting to 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 immediate 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 true, all monsters will have a random respawn spot across the whole // map regardless of what the mob-spawn file says. force_random_spawn: false // 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: true // 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: true // 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 true 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: false // If monster's class is changed will it fully recover HP? (Note 1) monster_class_change_full_recover: true // 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: false // 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: false mobs_level_up_exp_rate: 1 // Dynamic Mobs Options // Use dynamic mobs? (recommended for small-medium sized servers) dynamic_mobs: true // Remove Mobs even if they are hurt mob_remove_damaged: true // Delay before removing mobs from empty maps (default 5 min = 300 secs) mob_remove_delay: 300000 // 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 // 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. ksprotection: 0 // Should MVP slaves retain their target when summoned back to their master? mob_slave_keep_target: true // Whether or not to spawn the mvp tomb. // See http://irowiki.org/wiki/MVP#Gravestone mvp_tomb_enabled: true // Delay before a tomb is spawned, in milliseconds. // Default: 10000 (10 seconds) mvp_tomb_spawn_delay: 10000 // Show hp bar on monsters? (Default: yes) // NOTE: only works on client 2012-04-04aRagexeRE onwards show_monster_hp_bar: true // Whether or not the size of specially summoned mobs influences experience, drop rates, // and stats. The rates will be doubled for large mobs, and halved for small ones. // This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1) // Default: false mob_size_influence: false // How should a monster be trapped by an icewall casted directly on it? // On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of // them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use // idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use // idle and rudeattacked skills (when attacked). // 0: Monster won't be stuck in icewall at all. // 1: Monster will behave like a trapped monster. // 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall. // NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other // servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting // icewall completely blocked on all maps that have boss monsters on them. // Default (least exploitable): mob - 75, boss - 0 // Default (most official): mob - 220, boss - 1 mob_icewall_walk_block: 220 boss_icewall_walk_block: 1 // Which level of of Vulture's Eye and Snake's Eye should monsters have learned? // Officially monsters don't have these skills learned, so their ranged skills // only have a range of 9. If you put a number higher than 0, their range will // be increased by that number. monster_eye_range_bonus: 0 // Should slaves chase after what their master is chasing? // false: Don't chase after what master is chasing. (old behavior) // true: Chase after what master is chasing. (official, default) slave_chase_masters_chasetarget: true