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319 lines
15 KiB
Plaintext
319 lines
15 KiB
Plaintext
4 months ago
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//--------------------------------------------------------------
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// rAthena Battle Configuration File
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// Originally Translated by Peter Kieser <pfak@telus.net>
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// Made in to plainer English by Ancyker
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//--------------------------------------------------------------
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// Note 1: Value is a config switch (on/off, yes/no or 1/0)
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// Note 2: Value is in percents (100 means 100%)
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// Note 3: Value is a bit field. If no description is given,
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// assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary, 128: NPC, 512: Elemental)
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//--------------------------------------------------------------
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// The HP rate of MVPs. (Note 2)
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mvp_hp_rate: 100
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// The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
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monster_hp_rate: 100
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// The maximum attack speed of a monster
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monster_max_aspd: 199
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// Defines various mob AI related settings. (Note 3)
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// 0x0001: When enabled mobs will update their target cell every few iterations
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// (normally they never update their target cell until they reach it while
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// chasing)
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// 0x0002: Makes mob use their "rude attack" skill (usually warping away) if they
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// are attacked and they can't attack back regardless of how they were
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// attacked (eg: GrimTooth), otherwise, their "rude attack" is only activated
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// if they can't melee reach the target (eg: sniping)
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// 0x0004: If not set, mobs that can change target only do so when attacked within a
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// distance of [attack range+1], otherwise mobs may change target and chase
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// ranged attackers. This flag also overrides the 'provoke' target.
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// 0x0008: When set, mobs scatter as soon as they lose their target. Use this mode
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// to make it much harder to mob-train by hiding and collecting them on a
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// single spot (ie: GrimTooth training)
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// 0x0010: If set, mob skills defined for friends will also trigger on themselves.
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// 0x0020: When set, the monster ai is executed for all monsters in maps that
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// have players on them, instead of only for mobs who are in the vicinity
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// of players.
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// 0x0040: When set, when the mob's target changes map, the mob will walk towards
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// any npc-warps in it's sight of view (use with mob_warp below)
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// 0x0080: If not set, mobs on attack state will only change targets when attacked
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// by normal attacks. Set this if you want mobs to also switch targets when
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// hit by skills.
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// 0x0100: When set, a mob will pick a random skill from it's list and start from
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// that instead of checking skills in orders (when unset, if a mob has too
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// many skills, the ones near the end will rarely get selected)
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// 0x0200: When set, a mob's skill re-use delay will not be applied to all entries of
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// the same skill, instead, only to that particular entry (eg: Mob has heal
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// on six lines in the mob_skill_db, only the entry that is actually used
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// will receive the delay). This will make monsters harder, especially MvPs.
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// 0x0400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
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// will obey the normal skill range rules.
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// 0x0800: When set, monsters that are provoked will always change target to the
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// provoking person, even if they would usually not change target on attack.
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// 0x1000: When set, when a monster picks a skill but can't use it because there is
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// no valid target in range, it will look for another skill it can use.
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// This makes e.g. Greatest General use "Earth Spike" at range 8-9 whereas
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// officially it would only use it after already having used "Blind Attack"
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// at range 0-7.
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// Example: 0x140 -> Chase players through warps + use skills in random order.
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monster_ai: 0
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// How often should a monster rethink its chase?
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// 0: Every 100ms (MIN_MOBTHINKTIME)
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// 1: Every cell moved
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// x: Every x cells moved or at end of the chase path
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// 30 (max): Only at end of the chase path (official)
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// Regardless of this setting, a monster will always check for targets in attack
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// range. Decrease this value if you want to make monsters to be more reactive while
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// chasing. This also defines the maximum amount of cells monsters will move after
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// they lost their target (hide, no line of sight, etc.).
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monster_chase_refresh: 30
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// Should mobs be able to be warped (add as needed)?
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// 0: Disable.
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// 1: Enable mob-warping when standing on NPC-warps
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// 2: Enable mob-warping when standing on Priest Warp Portals
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// 4: Disable warping when the target map is a 'nobranch' map.
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// 8: Enable mob-warping when standing on Dimensional Door
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mob_warp: 0
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// Defines the time (in ms) during which monsters will have their AI active
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// after all players have left their vicinity.
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mob_active_time: 5000
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boss_active_time: 5000
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// Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
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view_range_rate: 100
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// Chase Range is the base minimum-chase that a mob gives before giving up
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// (as long as the target is outside their field of view). This is the range3
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// column in the mob_db. (Note 2)
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chase_range_rate: 100
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// Which level of of Vulture's Eye and Snake's Eye should monsters have learned?
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// Officially monsters don't have these skills learned, so their ranged skills
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// only have a range of 9. If you put a number higher than 0, their range will
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// be increased by that number.
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monster_eye_range_bonus: 0
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// Allow monsters to be aggresive and attack first? (Note 1)
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monster_active_enable: yes
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// Should the mob_db names override the mob names specified in the spawn files?
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// 0: No
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// 1: always use the mob_db Name column (english mob name)
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// 2: always use the mob_db JName column (original Kro mob name)
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override_mob_names: 0
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// Monster damage delay rate (Note 1)
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// Setting to no/0 is like they always have endure.
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monster_damage_delay_rate: 100
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// Looting monster actions.
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// 0 = Monster will consume the item.
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// 1 = Monster will not consume the item.
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monster_loot_type: 0
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// How does monster search floor item to loot?
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// 0: Closest (old Athena style)
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// 1: Oldest in range (Official)
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monster_loot_search_type: 1
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// Chance of mob casting a skill (Note 2)
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// Higher rates lead to 100% mob skill usage with no/few normal attacks.
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// Set to 0 to disable mob skills.
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mob_skill_rate: 100
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// Mob skill delay adjust (Note 2)
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// After a mob has casted a skill, there is a delay before being able to
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// re-cast it. Note that skills with a delay of 0 can't be affected by this
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// setting.
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mob_skill_delay: 100
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// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
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mob_count_rate: 100
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// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
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//Note: This does not affects mobs with immediate respawn (most normal mobs)
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mob_spawn_delay: 100
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plant_spawn_delay: 100
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boss_spawn_delay: 100
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// Should the mobs respawn time have variance applied to it? (Note 3)
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// On official servers monsters spawned by the boss_monster command (mostly MVPs) have variance, legacy Athena behavior is that variance is applied for all mobs.
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// 0: None
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// 1: Boss monsters (official)
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// 2: Normal monsters
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// 3: All monsters (legacy Athena)
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mob_spawn_variance: 1
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// Should mobs not spawn within the viewing range of players?
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// 0 is disabled, otherwise it is the number of retries before giving up
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// and spawning the mob within player-view anyway, unless the max (100) is used,
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// in which case the mob will not be spawned, and it'll be retried again in
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// 5 seconds.
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// NOTE: This has no effect on mobs that always spawn on the very same cell
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// (like ant eggs) except if you set it to the max.
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no_spawn_on_player: 0
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// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
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// If set to yes, all monsters will have a random respawn spot across the whole
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// map regardless of what the mob-spawn file says.
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force_random_spawn: no
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// Should each monster's center cell be randomized? (Note 1)
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// Officially, at server start, each monster's center cell is set to a random cell in the spawn area.
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// Each time the monster spawns it will spawn in an area around its center cell rather than the
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// original center of the spawn definition. This results in a much larger total spawn area and a
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// different experience each server start.
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// Set this to "no" if you want all monsters of a spawn to spawn around the original center of the
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// spawn definition, making the total spawn area much smaller (old eAthena behavior).
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randomize_center_cell: yes
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// Do summon slaves inherit the passive/aggressive traits of their master?
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// 0: No, retain original mode.
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// 1: Slaves are always aggressive.
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// 2: Slaves are always passive.
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// 3: Same as master's aggressive/passive state.
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// 4: Mode is overwritten with slave mode (official)
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slaves_inherit_mode: 4
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// Do summon slaves have the same walking speed as their master?
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// NOTE: The default is 3 for official servers.
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// 0: Never.
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// 1: If the master can walk
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// 2: If the master can't walk (even motionless mobs have a speed
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// entry in their mob_db)
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// 3: Always
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slaves_inherit_speed: 3
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// Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
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// chance of triggering the master's autospell cards? (Note 1)
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summons_trigger_autospells: yes
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// When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
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// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
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retaliate_to_master: yes
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// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
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// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
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// mob has a skill that is triggered by skill C, then A will be the target of
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// the skill, otherwise B will be targetted by the reaction skill.
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mob_changetarget_byskill: no
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// If monster's class is changed will it fully recover HP? (Note 1)
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monster_class_change_full_recover: yes
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// Display some mob info next to their name? (add as needed)
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// (does not works on guardian or Emperium)
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// 1: Display mob HP (Hp/MaxHp format)
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// 2: Display mob HP (Percent of full life format)
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// 4: Display mob's level
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show_mob_info: 0
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// Zeny from mobs
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zeny_from_mobs: no
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// Monsters level up (monster will level up each time a player is killed and they will grow stronger)
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// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
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// NOTE: Does not apply to WoE Guardians.
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mobs_level_up: no
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mobs_level_up_exp_rate: 1
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// Dynamic Mobs Options
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// Use dynamic mobs? (recommended for small-medium sized servers)
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dynamic_mobs: yes
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// Remove Mobs even if they are hurt
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mob_remove_damaged: yes
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// Delay before removing mobs from empty maps (default 5 min = 300 secs)
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mob_remove_delay: 300000
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// Defines on who the mob npc_event gets executed when a mob is killed.
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// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
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// Type 0: On the player that did the most damage to the mob.
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// NOTE: This affects who gains the Castle when the Emperium is broken.
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mob_npc_event_type: 1
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// Time in milliseconds to activate protection against Kill Steal
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// Set to 0 to disable it.
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// If this is activated and a player is using @noks, damage from others players (KS) not in the party
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// will be reduced to 0.
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ksprotection: 0
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// Should MVP slaves retain their target when summoned back to their master?
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mob_slave_keep_target: yes
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// Whether or not to spawn the mvp tomb.
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// See http://irowiki.org/wiki/MVP#Gravestone
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mvp_tomb_enabled: yes
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// Delay before the MVP tomb is spawned.
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// Default: 9 seconds
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mvp_tomb_delay: 9000
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// Whether or not the size of specially summoned mobs influences experience, drop rates,
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// and stats. The rates will be doubled for large mobs, and halved for small ones.
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// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)
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// Default: no
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mob_size_influence: no
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// How should a monster be trapped by an icewall casted directly on it?
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// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of
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// them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use
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// idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use
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// idle and rudeattacked skills (when attacked).
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// 0: Monster won't be stuck in icewall at all.
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// 1: Monster will behave like a trapped monster.
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// 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall.
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// NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other
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// servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting
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// icewall completely blocked on all maps that have boss monsters on them.
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// Default (least exploitable): mob - 75, boss - 0
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// Default (most official): mob - 220, boss - 1
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mob_icewall_walk_block: 75
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boss_icewall_walk_block: 0
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// Should HP bars be shown for monsters?
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// 2012-04-04aRagexeRE or higher client required.
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monster_hp_bars_info: yes
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// Should a monster respawn and a warning printed to the map server when a monster couldn't move for a long time?
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// This can be legit gameplay (e.g. players keeping an MVP stuck inside icewall), but if you want to prevent any
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// exploits and be notified about them, you can set this to yes.
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monster_stuck_warning: no
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// Rate at which monsters use their idle skills when there are no players nearby (Note 2)
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// On official servers monsters use their idle skills if they have been spotted once, even if there are no players nearby anymore.
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// On small-medium sized servers this can cause all monsters like eggs and Fabre/Pupa to metamorph.
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// To switch it off, set it to 0.
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mob_nopc_idleskill_rate: 100
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boss_nopc_idleskill_rate: 100
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// Rate at which monsters move when there are no players nearby (Note 2)
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// On official servers monsters always move if they have been spotted once, even if there are no players nearby anymore.
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// To switch it off, set it to 0.
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mob_nopc_move_rate: 100
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boss_nopc_move_rate: 100
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// When killing a monster, do AG_BATTLE type achievements trigger for everyone in the same party within the area?
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// Area is limited to area_size battle config.
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achievement_mob_share: no
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// Should slaves teleport back to their master if they get too far during chase? (Note 1)
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// Default (Official): no
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slave_stick_with_master: no
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// Absolute minimum respawn time in milliseconds of a monster.
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// Also used in delaying the spawning of guardians when a guild is not loaded.
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// Default (Official): 1000
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mob_respawn_time: 1000
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// Defines the time (in ms) after which a monster unlocks its target when trapped.
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// During this time monsters will still be in idle mode and use idle skills on random
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// targets, but they continue chasing their original target when no longer trapped.
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mob_unlock_time: 2000
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