
- Script induced status changes can now be reduced by stats/cards (but only trigger rate is reduced, not duration) - Battle delay timers will now check if the target player has the invincible timer active or not. - Adjusted mob_ai_sub_hard to return a bool indicating whether the AI was executed or not. - Adjusted clif_damage and clif_skill_damage to set the endure type value based on dmotion and damage, rather than hardchecking for SC_ENDURE. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12315 54d463be-8e91-2dee-dedb-b68131a5f0ec
213 lines
9.4 KiB
Plaintext
213 lines
9.4 KiB
Plaintext
// ______ __ __
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// /\ _ \/\ \__/\ \
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// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
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// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
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///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
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//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
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// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
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// _ _ _ _ _ _ _ _ _ _ _ _ _
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// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
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//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
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// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
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//
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//--------------------------------------------------------------
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// eAthena 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)
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//--------------------------------------------------------------
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// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (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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// 0x001: 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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// 0x002: 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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// 0x004: If not set, mobs that can change target only do so when melee attacked
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// (distance player/mob < 3), otherwise mobs may change target and chase
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// ranged attackers. This flag also overrides the 'provoke' target.
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// 0x008: If set, when a mob loses track of their target, they stop walking
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// inmediately. Otherwise, they continue to their last target tile. When
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// set mobs also 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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// 0x010: If set, mob skills defined for friends will also trigger on themselves.
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// 0x020: 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 vecinity
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// of players.
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// 0x040: 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_npc_warp below)
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// 0x100: 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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// 0x200: When set, a mob's skill re-use delay will be applied to all entries of
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// the same skill, instead of only that particular entry (eg: Mob has heal
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// on six lines for different conditions, when set, whenever one of the six
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// trigger, all of them will share the delay
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// 0x400: By default mobs have a range of 9 for all skills. Set this to enforce
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// the normal skill range rules on them.
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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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// 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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mob_warp: 0
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// If these are set above 0, they define the time (in ms) during which monsters
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// will have their 'AI' active after all players have left their vecinity.
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mob_active_time: 0
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boss_active_time: 0
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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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// 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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// 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 inmediate 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 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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// 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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slaves_inherit_mode: 2
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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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// Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off)
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// Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10.
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mob_clear_delay: 0
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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 actitave 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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