rathena/doc/mob_db_mode_list.txt
aleos89 b44e5e11f2 Bug Fixes
* 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.
2014-06-10 12:24:19 -04:00

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//===== rAthena Documentation ================================
//= rAthena Monster Modes Reference
//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20120630
//===== Description: =========================================
//= A reference description of rAthena's mob_db 'mode' field.
//============================================================
Bit Legend:
-------------------------------------------------------------------------------
MD_CANMOVE | 0x000001 | 1
MD_LOOTER | 0x000002 | 2
MD_AGGRESSIVE | 0x000004 | 4
MD_ASSIST | 0x000008 | 8
MD_CASTSENSOR_IDLE | 0x000010 | 16
MD_BOSS | 0x000020 | 32
MD_PLANT | 0x000040 | 64
MD_CANATTACK | 0x000080 | 128
MD_DETECTOR | 0x000100 | 256
MD_CASTSENSOR_CHASE | 0x000200 | 512
MD_CHANGECHASE | 0x000400 | 1024
MD_ANGRY | 0x000800 | 2048
MD_CHANGETARGET_MELEE | 0x001000 | 4096
MD_CHANGETARGET_CHASE | 0x002000 | 8192
MD_TARGETWEAK | 0x004000 | 16384
MD_RANDOMTARGET | 0x008000 | 32768
MD_IGNOREMELEE | 0x010000 | 65536
MD_IGNOREMAGIC | 0x020000 | 131072
MD_IGNORERANGED | 0x040000 | 262144
MD_MVP | 0x080000 | 524288
MD_IGNOREMISC | 0x100000 | 1048576
MD_KNOCKBACK_IMMUNE | 0x200000 | 2097152
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.
Target Weak: Allows aggressive monsters to only be aggressive against
characters that are five levels below it's own level.
For example, a monster of level 104 will not pick fights with a level 99.
Random Target: Picks a new random target in range on each attack / skill.
Ignore Melee: The mob will take 1 HP damage from physical attacks.
Ignore Magic: The mob will take 1 HP damage from magic attacks.
Ignore Range: The mob will take 1 HP damage from ranged attacks.
MVP: Flagged as MVP which makes mobs resistance to Coma.
Ignore Misc: The mob will take 1 HP damage from "none" attack type.
Knockback Immune: The mob will be unable to be knocked back.
Aegis Mob Types:
-------------------------------------------------------------------------------
What Aegis has are mob-types, where each type represents an AI behavior 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 (aggressive, change-target chase)
06: 0x0000 (passive, immobile, can't attack) [plants]
07: 0x108B (passive, looter, assist, change-target melee)
08: 0x6085 (aggressive, change-target chase, target weak enemies)
09: 0x3095 (aggressive, change-target melee/chase, cast sensor idle) [Guardian]
10: 0x0084 (aggressive, immobile)
11: 0x0084 (aggressive, immobile) [Guardian]
12: 0x2085 (aggressive, change-target chase) [Guardian]
13: 0x308D (aggressive, change-target melee/chase, assist)
17: 0x0091 (passive, cast sensor idle)
19: 0x3095 (aggressive, change-target melee/chase, cast sensor idle)
20: 0x3295 (aggressive, change-target melee/chase, cast sensor idle/chase)
21: 0x3695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target)
25: 0x0001 (passive, can't attack) [Pet]
26: 0xB695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target, random target)
27: 0x8084 (aggressive, immobile, random target)
- Note that the detector bit due to being Insect/Demon, plant and Boss mode
bits need to be added independently of this list.