De hecho creo que tiene algo que ver con todos los moobs, su inteligencia o algo.
Los mvps no vuelan con las trampas.
Cuando haces hide, automaticamente todos los moobs empiezan a moverse
Tanqueando la valky con safety el hp, la valky cambia de focus y se tira a por el sniper
Alguien sabe por que puede ser esto?
Les dejo aquí la configuración de los monster que tengo actualmente
//--------------------------------------------------------------// Hercules 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)//--------------------------------------------------------------// 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 monstermonster_max_aspd: 199// Defines various mob AI related settings. (Note 3)// 0x001: When enabled mobs will update their target cell every few iterations// (normally they never update their target cell until they reach it while// chasing)// 0x002: 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)// 0x004: If not set, mobs that can change target only do so when melee attacked// (distance player/mob < 3), otherwise mobs may change target and chase// ranged attackers. This flag also overrides the 'provoke' target.// 0x008: 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)// 0x010: If set, mob skills defined for friends will also trigger on themselves.// 0x020: 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.// 0x040: 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)// 0x100: 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)// 0x200: 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.// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they// will obey the normal skill range rules.// Example: 0x140 -> Chase players through warps + use skills in random order.monster_ai: 0x025// How often should a monster rethink its chase?// 0: Every 100ms (MIN_MOBTHINKTIME)// 1: Every cell moved// 2: Every 2 cells moved// 3: Every 3 cells moved (official)// x: Every x cells moved// Regardless of this setting, a monster will always rethink its chase if it has// reached its target. Increase this value if you want to make monsters continue// moving after they lost their target (hide, no line of sight, etc.).monster_chase_refresh: 3// 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.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: 0boss_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// 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// 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: 100// 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: 100plant_spawn_delay: 100boss_spawn_delay: 100// 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.slaves_inherit_mode: 2// 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: Alwaysslaves_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 Alchemistsretaliate_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 levelshow_mob_info: 1// Zeny from mobszeny_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: nomobs_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 hurtmob_remove_damaged: yes// Delay before removing mobs from empty maps (default 5 min = 300 secs)mob_remove_delay: 120000// 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: 1// 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#Gravestonemvp_tomb_enabled: no// Show hp bar on monsters? (Default: yes)// NOTE: only works on client 2012-04-04aRagexeRE onwardsshow_monster_hp_bar: no// 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: nomob_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 - 1mob_icewall_walk_block: 220boss_icewall_walk_block: 1