
* Fixed characters moving to unavailable slots using Character Moving System. Thanks to Napster. (bugreport:8987) * Implemented MD_RANDOMTARGET. (bugreport:8781) (Hercules 10e6f1a) * Implemented a new define for renewal status point calculation to separate from default renewal define. Thanks to @cydh. (bugreport:8784) * Follow up to f511107 to fix a compile warning. * Forcefully save characters before opening a Vending Shop to prevent invalid data from saving. (bugreport:8955) * Fixed 2013-12-23 client from disconnecting after executing /limitedsale command. Thanks to Napster. (bugreport:9011) * Fixed Elemental Shield displaying a warning to the console. (bugreport:9016) * Elemental Shield requires a Blue Gemstone to cast. * Adjusted Flash Combo to only consume 65 SP. * Added missing skill_require_db defines for Episode 14.3 Part 2 skills in the pre-renewal database.
128 lines
5.3 KiB
Plaintext
128 lines
5.3 KiB
Plaintext
//===== rAthena Documentation ================================
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//= rAthena Monster Modes Reference
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//===== By: ==================================================
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//= rAthena Dev Team
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//===== Last Updated: ========================================
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//= 20120630
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//===== Description: =========================================
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//= A reference description of rAthena's mob_db 'mode' field.
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//============================================================
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Bit Legend:
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-------------------------------------------------------------------------------
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MD_CANMOVE | 0x000001 | 1
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MD_LOOTER | 0x000002 | 2
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MD_AGGRESSIVE | 0x000004 | 4
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MD_ASSIST | 0x000008 | 8
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MD_CASTSENSOR_IDLE | 0x000010 | 16
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MD_BOSS | 0x000020 | 32
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MD_PLANT | 0x000040 | 64
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MD_CANATTACK | 0x000080 | 128
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MD_DETECTOR | 0x000100 | 256
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MD_CASTSENSOR_CHASE | 0x000200 | 512
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MD_CHANGECHASE | 0x000400 | 1024
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MD_ANGRY | 0x000800 | 2048
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MD_CHANGETARGET_MELEE | 0x001000 | 4096
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MD_CHANGETARGET_CHASE | 0x002000 | 8192
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MD_TARGETWEAK | 0x004000 | 16384
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MD_RANDOMTARGET | 0x008000 | 32768
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MD_IGNOREMELEE | 0x010000 | 65536
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MD_IGNOREMAGIC | 0x020000 | 131072
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MD_IGNORERANGED | 0x040000 | 262144
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MD_MVP | 0x080000 | 524288
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MD_IGNOREMISC | 0x100000 | 1048576
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MD_KNOCKBACK_IMMUNE | 0x200000 | 2097152
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Explanation for modes:
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-------------------------------------------------------------------------------
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CanMove: Enables the mob to move/chase characters.
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CanAttack: Enables the mob to attack/retaliate when you are within attack
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range. Note that this only enables them to use normal attacks, skills are
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always allowed.
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Looter: The mob will loot up nearby items on the ground when it's on idle state.
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Aggressive: normal aggressive mob, will look for a close-by player to attack.
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Assist: When a nearby mob of the same class attacks, assist types will join them.
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Cast Sensor Idle: Will go after characters who start casting on them if idle
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or walking (without a target).
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Cast Sensor Chase: Will go after characters who start casting on them if idle
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or chasing other players (they switch chase targets)
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Boss: Special flag which makes mobs immune to certain status changes and skills.
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Plant: Always receives 1 damage from attacks.
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Detector: Enables mob to detect and attack characters who are in hiding/cloak.
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ChangeChase: Allows chasing mobs to switch targets if another player happens
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to be within attack range (handy on ranged attackers, for example)
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Angry: These mobs are "hyper-active". Apart from "chase"/"attack", they have
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the states "follow"/"angry". Once hit, they stop using these states and use
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the normal ones. The new states are used to determine a different skill-set
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for their "before attacked" and "after attacked" states. Also, when
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"following", they automatically switch to whoever character is closest.
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Change Target Melee: Enables a mob to switch targets when attacked while
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attacking someone else.
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Change Target Chase: Enables a mob to switch targets when attacked while
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chasing another character.
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Target Weak: Allows aggressive monsters to only be aggressive against
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characters that are five levels below it's own level.
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For example, a monster of level 104 will not pick fights with a level 99.
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Random Target: Picks a new random target in range on each attack / skill.
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Ignore Melee: The mob will take 1 HP damage from physical attacks.
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Ignore Magic: The mob will take 1 HP damage from magic attacks.
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Ignore Range: The mob will take 1 HP damage from ranged attacks.
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MVP: Flagged as MVP which makes mobs resistance to Coma.
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Ignore Misc: The mob will take 1 HP damage from "none" attack type.
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Knockback Immune: The mob will be unable to be knocked back.
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Aegis Mob Types:
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-------------------------------------------------------------------------------
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What Aegis has are mob-types, where each type represents an AI behavior that
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is mimicked by a group of eA mode bits. This is the table to convert from one
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to another:
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Aegis/eA (description)
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01: 0x0081 (passive)
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02: 0x0083 (passive, looter)
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03: 0x1089 (passive, assist and change-target melee)
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04: 0x3885 (angry, change-target melee/chase)
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05: 0x2085 (aggressive, change-target chase)
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06: 0x0000 (passive, immobile, can't attack) [plants]
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07: 0x108B (passive, looter, assist, change-target melee)
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08: 0x6085 (aggressive, change-target chase, target weak enemies)
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09: 0x3095 (aggressive, change-target melee/chase, cast sensor idle) [Guardian]
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10: 0x0084 (aggressive, immobile)
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11: 0x0084 (aggressive, immobile) [Guardian]
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12: 0x2085 (aggressive, change-target chase) [Guardian]
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13: 0x308D (aggressive, change-target melee/chase, assist)
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17: 0x0091 (passive, cast sensor idle)
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19: 0x3095 (aggressive, change-target melee/chase, cast sensor idle)
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20: 0x3295 (aggressive, change-target melee/chase, cast sensor idle/chase)
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21: 0x3695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target)
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25: 0x0001 (passive, can't attack) [Pet]
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26: 0xB695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target, random target)
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27: 0x8084 (aggressive, immobile, random target)
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- Note that the detector bit due to being Insect/Demon, plant and Boss mode
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bits need to be added independently of this list.
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