//===== Athena Doc ======================================== //= eAthena Monster Modes Reference //===== By ================================================ //= Developers //===== Version =========================================== //= 1.0 //========================================================= //= 1.0 - Standardized doc file //===== Description ======================================= //= A reference description of eA's mob_db 'mode' field //========================================================= Bit Legend: ------------------------------------------------------------------------------- MD_CANMOVE | 0x0001 | 1 MD_LOOTER | 0x0002 | 2 MD_AGGRESSIVE | 0x0004 | 4 MD_ASSIST | 0x0008 | 8 MD_CASTSENSOR_IDLE | 0x0010 | 16 MD_BOSS | 0x0020 | 32 MD_PLANT | 0x0040 | 64 MD_CANATTACK | 0x0080 | 128 MD_DETECTOR | 0x0100 | 256 MD_CASTSENSOR_CHASE | 0x0200 | 512 MD_CHANGECHASE | 0x0400 | 1024 MD_ANGRY | 0x0800 | 2048 MD_CHANGETARGET_MELEE | 0x1000 | 4096 MD_CHANGETARGET_CHASE | 0x2000 | 8192 Explanation for modes: ------------------------------------------------------------------------------- CanMove: Enables the mob to move/chase characters. CanAttack: Enables the mob to attack/retaliate when you are within attack range. Note that this only enables them to use normal attacks, skills are always allowed. Looter: The mob will loot up nearby items on the ground when it's on idle state. Aggressive: normal aggressive mob, will look for a close-by player to attack. Assist: When a nearby mob of the same class attacks, assist types will join them. Cast Sensor Idle: Will go after characters who start casting on them if idle or walking (without a target). Cast Sensor Chase: Will go after characters who start casting on them if idle or chasing other players (they switch chase targets) Boss: Special flag which makes mobs immune to certain status changes and skills. Plant: Always receives 1 damage from attacks. Detector: Enables mob to detect and attack characters who are in hiding/cloak. ChangeChase: Allows chasing mobs to switch targets if another player happens to be within attack range (handy on ranged attackers, for example) Angry: These mobs are "hyper-active". Apart from "chase"/"attack", they have the states "follow"/"angry". Once hit, they stop using these states and use the normal ones. The new states are used to determine a different skill-set for their "before attacked" and "after attacked" states. Also, when "following", they automatically switch to whoever character is closest. Change Target Melee: Enables a mob to switch targets when attacked while attacking someone else. Change Target Chase: Enables a mob to switch targets when attacked while chasing another character. Aegis Mob Types: ------------------------------------------------------------------------------- What Aegis has are mob-types, where each type represents an AI behaviour that is mimicked by a group of eA mode bits. This is the table to convert from one to another: Aegis/eA (description) 01: 0x0081 (passive) 02: 0x0083 (passive, looter) 03: 0x1089 (passive, assist and change-target melee) 04: 0x3885 (angry, change-target melee/chase) 05: 0x2085 (aggro, change-target chase) 06: 0x0000 (passive, immobile, can't attack) [plants] 07: 0x108B (passive, looter, assist, change-target melee) 09: 0x3095 (aggro, change-target melee/chase, cast sensor idle) [Guardian] 10: 0x0084 (aggro, immobile) 11: 0x0084 (aggro, immobile) [Guardian] 12: 0x2085 (aggro, change-target chase) [Guardian] 13: 0x308D (aggro, change-target melee/chase, assist) 17: 0x0091 (passive, cast sensor idle) 19: 0x3095 (aggro, change-target melee/chase, cast sensor idle) 20: 0x3295 (aggro, change-target melee/chase, cast sensor idle/chase) 21: 0x3695 (aggro, change-target melee/chase, cast sensor idle/chase, chase-change target) - Note that the detector bit due to being Insect/Demon, plant and Boss mode bits need to be added independently of this list.