A reference description of Hercules's mob_db.conf mode
field.
Constant Name | Bits | Value | Description |
---|---|---|---|
MD_CANMOVE | 0x00001 | 1 | Enables the mob to move/chase characters. |
MD_LOOTER | 0x00002 | 2 | The mob will loot up nearby items on the ground when it's on idle state. |
MD_AGGRESSIVE | 0x00004 | 4 | Normal aggressive mob, will look for a close-by player to attack. |
MD_ASSIST | 0x00008 | 8 | When a nearby mob of the same class attacks, assist types will join them. |
MD_CASTSENSOR_IDLE | 0x00010 | 16 | Will go after characters who start casting on them if idle or walking (without a target). |
MD_BOSS | 0x00020 | 32 | Special flag which makes mobs immune to certain status changes and skills. |
MD_PLANT | 0x00040 | 64 | Always receives 1 damage from attacks. |
MD_CANATTACK | 0x00080 | 128 | 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. |
MD_DETECTOR | 0x00100 | 256 | Enables mob to detect and attack characters who are in hiding/cloak. |
MD_CASTSENSOR_CHASE | 0x00200 | 512 | Will go after characters who start casting on them if idle or chasing other players (they switch chase targets) |
MD_CHANGECHASE | 0x00400 | 1024 | Allows chasing mobs to switch targets if another player happens to be within attack range (handy on ranged attackers, for example) |
MD_ANGRY | 0x00800 | 2048 | 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. |
MD_CHANGETARGET_MELEE | 0x01000 | 4096 | Enables a mob to switch targets when attacked while attacking someone else. |
MD_CHANGETARGET_CHASE | 0x02000 | 8192 | Enables a mob to switch targets when attacked while chasing another character. |
MD_TARGETWEAK | 0x04000 | 16384 | 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. |
MD_NOKNOCKBACK | 0x08000 | 32768 | Monsters will be immune to knockback's effect. |
MD_RANDOMTARGET | 0x10000 | 65536 | Picks a new random target in range on each attack/skill. (not implemented) |
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:
No. | Bits | Mob Type | Aegis/eA Description |
---|---|---|---|
01 | 0x0081 | Any | passive |
02 | 0x0083 | Any | passive, looter |
03 | 0x1089 | Any | passive, assist and change-target melee |
04 | 0x3885 | Any | angry, change-target melee/chase |
05 | 0x2085 | Any | aggressive, change-target chase |
06 | 0x0000 | Plants | passive, immobile, can't attack |
07 | 0x108B | Any | passive, looter, assist, change-target melee |
08 | 0x6085 | Any | aggressive, change-target chase, target weak enemies |
09 | 0x3095 | Guardian | aggressive, change-target melee/chase, cast sensor idle |
10 | 0x0084 | Any | aggressive, immobile |
11 | 0x0084 | Guardian | aggressive, immobile |
12 | 0x2085 | Guardian | aggressive, change-target chase |
13 | 0x308D | Any | aggressive, change-target melee/chase, assist |
17 | 0x0091 | Any | passive, cast sensor idle |
19 | 0x3095 | Any | aggressive, change-target melee/chase, cast sensor idle |
20 | 0x3295 | Any | aggressive, change-target melee/chase, cast sensor idle/chase |
21 | 0x3695 | Any | aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target |
25 | 0x0001 | Pet | passive, can't attack |
26 | 0xB695 | Any | aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target, random target |
27 | 0x8084 | Any | 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.