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-rw-r--r--conf-tmpl/battle/monster.conf418
1 files changed, 209 insertions, 209 deletions
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf
index 7549ea3e8..1ea2c822e 100644
--- a/conf-tmpl/battle/monster.conf
+++ b/conf-tmpl/battle/monster.conf
@@ -1,209 +1,209 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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):
-// 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)
-// 0x080: 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
-// 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)
-// 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 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
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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):
+// 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)
+// 0x080: 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
+// 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)
+// 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 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