summaryrefslogtreecommitdiff
path: root/conf-tmpl/battle/monster.conf
blob: 1ffa27a86b56357d406b15c76e4a25e3f8bb51e5 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
//      ______  __    __                                 
//     /\  _  \/\ \__/\ \                                
//   __\ \ \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.
//--------------------------------------------------------------

// Enemy's Critical Rate (use 0 to disable non-skill criticals) (Note 2)
// Note: In Official servers enemies don't get criticals other than through skills.
enemy_critical_rate: 0
homun_critical_rate: 0

// [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)
// 1: If disabled, mobs use Aegis-type path searching, that is, they only move on straight
//    lines, and will only change their destination tile after arriving to the previous one.
//    When enabled mobs use more dynamic and complex path searching to chase a player 
//    (they still must be within line of sight to start chasing)
// 2: 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)
// 4: 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.
// 8: 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)
//16: If set, mob skills defined for friends will also trigger on themselves.
//32: 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.
//64: 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)
monster_ai: 0

// Should mobs that stand on an npc warp be warped to the destination cell?
// 0: Disable.
// 1: Enable on all warps except those that lead to 'nobranch' maps.
// 2: Enable on all warps.
mob_npc_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.
no_spawn_on_player: 0

// Do summon slaves inherit the passive/aggressive traits of their master? (Note 1)
slaves_inherit_mode: yes

// Do summon slaves have the same walking speed as their master? (Note 1)
// NOTE: The default is yes for official servers.
slaves_inherit_speed: yes

// 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

// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
// Will not display guardian or emperium hp.
show_mob_hp: no

// 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