// ______ __ __ // /\ _ \/\ \__/\ \ // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ // _ _ _ _ _ _ _ _ _ _ _ _ _ // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ // //-------------------------------------------------------------- // eAthena Battle Configuration File // Originally Translated by Peter Kieser // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // 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) //-------------------------------------------------------------- // [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. (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: 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) // 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 // 0x400: By default mobs have a range of 9 for all skills. Set this to enforce // the normal skill range rules on them. // 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? (Note 1) monster_class_change_full_recover: yes // 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