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Mobs not respawning near me


andong012

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Guys baka meron naman may alam kung bat ayaw mag respawn ng mga mobs pag malapit sakin, wala ako binago sa monster.conf except yung mag bibigay sila ng zeny tsaka tinaasan ko na din yung mob count pero ayaw talag mag respawn, may iba pa bang file na kelangan iedit para mag respawn sila kahit malapit sakin? Kahit yung mushroom di nag rerespawn, yung ibang mobs dyan mga naglakad lang papunta sakin. Ilang mins din ako naghntay para sure.

 

Thanks guys!

Quote

//--------------------------------------------------------------
// rAthena Battle Configuration File
// Originally Translated by Peter Kieser <[email protected]>
// Made in to plainer English by Ancyker
//--------------------------------------------------------------
// Note 1: Value is a config switch (on/off, yes/no or 1/0)
// Note 2: Value is in percents (100 means 100%)
// Note 3: Value is a bit field. If no description is given,
//         assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary, 128: NPC, 512: Elemental)
//--------------------------------------------------------------

// The HP rate of MVPs. (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. (Note 3)
// 0x0001: When enabled mobs will update their target cell every few iterations
//         (normally they never update their target cell until they reach it while
//         chasing)
// 0x0002: 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)
// 0x0004: If not set, mobs that can change target only do so when attacked within a
//         distance of [attack range+1], otherwise mobs may change target and chase 
//         ranged attackers. This flag also overrides the 'provoke' target.
// 0x0008: When set, mobs 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)
// 0x0010: If set, mob skills defined for friends will also trigger on themselves.
// 0x0020: 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 vicinity
//         of players.
// 0x0040: 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_warp below)
// 0x0080: If not set, mobs on attack state will only change targets when attacked
//         by normal attacks. Set this if you want mobs to also switch targets when
//         hit by skills.
// 0x0100: When set, a mob will pick a random skill from it's list and start from
//         that instead of checking skills in orders (when unset, if a mob has too
//         many skills, the ones near the end will rarely get selected)
// 0x0200: When set, a mob's skill re-use delay will not be applied to all entries of
//         the same skill, instead, only to that particular entry (eg: Mob has heal
//         on six lines in the mob_skill_db, only the entry that is actually used
//         will receive the delay). This will make monsters harder, especially MvPs.
// 0x0400: Set this to make mobs have a range of 9 for all skills. Otherwise, they 
//         will obey the normal skill range rules.
// 0x0800: When set, monsters that are provoked will always change target to the
//         provoking person, even if they would usually not change target on attack.
// 0x1000: When set, when a monster picks a skill but can't use it because there is
//         no valid target in range, it will look for another skill it can use.
//         This makes e.g. Greatest General use "Earth Spike" at range 8-9 whereas
//         officially it would only use it after already having used "Blind Attack"
//         at range 0-7.
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0

// How often should a monster rethink its chase?
// 0: Every 100ms (MIN_MOBTHINKTIME)
// 1: Every cell moved
// x: Every x cells moved or at end of the chase path
// 30 (max): Only at end of the chase path (official)
// Regardless of this setting, a monster will always check for targets in attack
// range. Decrease this value if you want to make monsters to be more reactive while
// chasing. This also defines the maximum amount of cells monsters will move after
// they lost their target (hide, no line of sight, etc.).
monster_chase_refresh: 30

// Should mobs be able to be warped (add as needed)?
// 0: Disable.
// 1: Enable mob-warping when standing on NPC-warps
// 2: Enable mob-warping when standing on Priest Warp Portals
// 4: Disable warping when the target map is a 'nobranch' map.
// 8: Enable mob-warping when standing on Dimensional Door
mob_warp: 0

// If these are set above 0, they define the time (in ms) during which monsters
// will have their 'AI' active after all players have left their vicinity.
mob_active_time: 0
boss_active_time: 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

// Which level of of Vulture's Eye and Snake's Eye should monsters have learned?
// Officially monsters don't have these skills learned, so their ranged skills
// only have a range of 9. If you put a number higher than 0, their range will
// be increased by that number.
monster_eye_range_bonus: 0

// 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

// How does monster search floor item to loot?
// 0: Closest (old Athena style)
// 1: Oldest in range (Official)
monster_loot_search_type: 1

// 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: 600

// 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 immediate respawn (most normal mobs)
mob_spawn_delay: 100
plant_spawn_delay: 100
boss_spawn_delay: 100

// Should the mobs respawn time have variance applied to it? (Note 3)
// 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.
// 0: None
// 1: Boss monsters (official)
// 2: Normal monsters
// 3: All monsters (legacy Athena)
mob_spawn_variance: 1

// 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.
// NOTE: This has no effect on mobs that always spawn on the very same cell
// (like ant eggs) except if you set it to the max.
no_spawn_on_player: 0

// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
// If set to yes, all monsters will have a random respawn spot across the whole
// map regardless of what the mob-spawn file says.
force_random_spawn: no

// Do summon slaves inherit the passive/aggressive traits of their master?
// 0: No, retain original mode.
// 1: Slaves are always aggressive.
// 2: Slaves are always passive.
// 3: Same as master's aggressive/passive state.
// 4: Mode is overwritten with slave mode (official)
slaves_inherit_mode: 4

// Do summon slaves have the same walking speed as their master?
// NOTE: The default is 3 for official servers.
// 0: Never.
// 1: If the master can walk
// 2: If the master can't walk (even motionless mobs have a speed
//    entry in their mob_db)
// 3: Always
slaves_inherit_speed: 3

// 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? (Note 1)
monster_class_change_full_recover: yes

// Display some mob info next to their name? (add as needed)
// (does not works on guardian or Emperium)
// 1: Display mob HP (Hp/MaxHp format)
// 2: Display mob HP (Percent of full life format)
// 4: Display mob's level
show_mob_info: 0

// Zeny from mobs
zeny_from_mobs: yes

// 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

// 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

// Time in milliseconds to activate protection against Kill Steal
// Set to 0 to disable it.
// If this is activated and a player is using @noks, damage from others players (KS) not in the party
// will be reduced to 0.
ksprotection: 0

// Should MVP slaves retain their target when summoned back to their master?
mob_slave_keep_target: yes

// Whether or not to spawn the mvp tomb.
// See http://irowiki.org/wiki/MVP#Gravestone
mvp_tomb_enabled: yes

// Delay before the MVP tomb is spawned.
// Default: 9 seconds
mvp_tomb_delay: 9000

// Whether or not the size of specially summoned mobs influences experience, drop rates,
// and stats. The rates will be doubled for large mobs, and halved for small ones.
// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)
// Default: no
mob_size_influence: no

// How should a monster be trapped by an icewall casted directly on it?
// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of
// them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use
// idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use
// idle and rudeattacked skills (when attacked).
// 0: Monster won't be stuck in icewall at all.
// 1: Monster will behave like a trapped monster.
// 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall.
// NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other
// servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting
// icewall completely blocked on all maps that have boss monsters on them.
// Default (least exploitable): mob - 75, boss - 0
// Default (most official): mob - 220, boss - 1
mob_icewall_walk_block: 75
boss_icewall_walk_block: 0

// Should HP bars be shown for monsters?
// 2012-04-04aRagexeRE or higher client required.
monster_hp_bars_info: yes

// Should a monster respawn and a warning printed to the map server when a monster couldn't move for a long time?
// This can be legit gameplay (e.g. players keeping an MVP stuck inside icewall), but if you want to prevent any
// exploits and be notified about them, you can set this to yes.
monster_stuck_warning: no

// Rate at which monsters use their idle skills when there are no players nearby (Note 2)
// On official servers monsters use their idle skills if they have been spotted once, even if there are no players nearby anymore.
// On small-medium sized servers this can cause all monsters like eggs and Fabre/Pupa to metamorph.
// To switch it off, set it to 0.
mob_nopc_idleskill_rate: 100
boss_nopc_idleskill_rate: 100

// Rate at which monsters move when there are no players nearby (Note 2)
// On official servers monsters always move if they have been spotted once, even if there are no players nearby anymore.
// To switch it off, set it to 0.
mob_nopc_move_rate: 100
boss_nopc_move_rate: 100

// When killing a monster, do AG_BATTLE type achievements trigger for everyone in the same party within the area?
// Area is limited to area_size battle config.
achievement_mob_share: no

// Should slaves teleport back to their master if they get too far during chase? (Note 1)
// Default (Official): no
slave_stick_with_master: no

// Absolute minimum respawn time in milliseconds of a monster.
// Also used in delaying the spawning of guardians when a guild is not loaded.
// Default (Official): 1000
mob_respawn_time: 1000

 

screenragnarok002.jpg

screenragnarok003.jpg

 

Edited by andong012
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May nakita ako sa conf/battle/monster.txt di ko lang sure ito, 

// 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.
// NOTE: This has no effect on mobs that always spawn on the very same cell
// (like ant eggs) except if you set it to the max.
no_spawn_on_player: 0

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