
- Minor typos, corrections, etc. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9072 54d463be-8e91-2dee-dedb-b68131a5f0ec
169 lines
6.9 KiB
Plaintext
169 lines
6.9 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: Directives can be set using on/off, yes/no or 1/0.
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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// would mean 200%, etc
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//Note 3: Value is not limited to 60K (see below)
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//Note 4: Use bitmask values to specify who is affected
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// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// Other Information:
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// All options are limited to a max of 60K (aprox) which is 600%
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// or 60secs as appropiate.
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// 1000 miliseconds is 1 second.
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// Unless otherwise specified, the minimum value is 0 for all
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// features.
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//--------------------------------------------------------------
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// Who should have a baseatk value (makes str affect damage)? (Note 4)
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enable_baseatk: 9
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// Who can have perfect flee? (Note 4)
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enable_perfect_flee: 1
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// Who can have critical attacks? (Note 4)
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// (Note that there are some skills that always do critical hit regardless of this)
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enable_critical: 1
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// Critical adjustment rate for non-players (Note 2)
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mob_critical_rate: 100
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critical_rate: 100
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// Should normal attacks give you a walk delay?
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// If no, characters can move as soon as they start an attack (attack animation
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// or walk animation may be omitted client-side, causing cropped attacks or
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// monsters that teleport to you)
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// If set, total walk delay is set to your attack animation duration divided by
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// this value (eg: 1 -> 100%, 2 -> 50%, 4->25%...)
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attack_walk_delay: 0
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// Move-delay adjustment after being hit. (Note 2)
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// The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
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// NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
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pc_damage_walk_delay_rate: 20
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damage_walk_delay_rate: 100
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// Move-delay adjustment for multi-hitting attacks.
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// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
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// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
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// 80 is the setting that feels like Aegis (vs Sonic Blows)
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// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
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multihit_delay: 80
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// Damaged delay rate for players (Note 2)
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// (Setting to no/0 will be like always endure)
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player_damage_delay_rate: 100
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// Undead type differeniate.
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// 0 = element undead
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// 1 = race undead
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// 2 = both
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undead_detect_type: 0
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// Does HP recover if hit by an attribute that's same as your own? (Note 1)
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attribute_recover: yes
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// What is the minimum and maximum hitrate of normal attacks?
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min_hitrate: 5
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max_hitrate: 100
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// Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
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// 0 = no penalty is applied
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// 1 = agi_penalty_num is reduced from FLEE as a %
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// 2 = agi_penalty_num is reduced from FLEE as an exact amount
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agi_penalty_type: 1
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// When agi penalty is enabled, to whom it should apply to? (Note 4)
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// By default, only players get the penalty.
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agi_penalty_target: 1
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// Amount of enemies required to be targetting player before FLEE begins to be penalized
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agi_penalty_count: 3
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// Amount of FLEE penalized per each attacking monster more than agi_penalty_count
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agi_penalty_num: 10
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// Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player
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// 0 = no penalty is applied
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// 1 = vit_penalty_num is reduced from FLEE as a %
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// 2 = vit_penalty_num is reduced from FLEE as an exact amount
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vit_penalty_type: 1
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// When vit penalty is enabled, to whom it should apply to? (Note 4)
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// By default, only players get the penalty.
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vit_penalty_target: 1
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// Amount of enemies required to be targetting player before defense begins to be penalized
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vit_penalty_count: 3
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// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
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vit_penalty_num: 5
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// Use alternate method of DEF calculation for physical attacks.
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// With 0, disabled (use normal def% reduction with further def2 reduction)
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// At 1 or more defense is substraction of (DEF* value).
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// eg: 10 + 50 def becomes 0 + (10*type + 50)
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weapon_defense_type: 0
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//MDEF<45>same as above....(MDEF*value)
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magic_defense_type: 0
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// How to count the number of the enemies who do an agi penalty...
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// 1 or less: It is a count altogether.
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// 2: Full evasion exclusion
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// 3: Full evasion and evasion exclusion
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// 4 or more: Except all.
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agi_penalty_count_lv: 2
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// How to count the number of the enemies who do a vit penalty
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// 1 or less: It is a count altogether.
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// 2: Full evasion exclusion
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// 3: Full evasion and evasion exclusion
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// Four or more: Except all.
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vit_penalty_count_lv: 3
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// Change attacker's direction to face opponent on every attack? (Note 4)
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attack_direction_change: 15
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// For those who is set, attacks of Neutral element will not get any elemental
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// adjustment (100% versus on all defense-elements) (Note 4)
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// NOTE: This is the setting that makes it so non-players can hit for full
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// damage against Ghost-type targets (eg: Ghostring wearing players).
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attack_attr_none: 14
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// Rate at which equipment can break (base rate before it's modified by any skills)
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// 1 = 0.01% chance. Default for official servers: 0
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equip_natural_break_rate: 0
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// Overall rate of which your own equipment can break. (Note 2)
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// This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
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// (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
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// weapon will be broken.
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equip_self_break_rate: 100
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// Overall rate at which you can break target's equipment. (Note 2)
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// This affects the behaviour of skills like acid terror and meltdown
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equip_skill_break_rate: 100
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// Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
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// NOTE: The official setting is yes, even thought it degrades performance a bit.
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delay_battle_damage: yes
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// Are arrows are consumed when used on a bow? (Note 1)
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arrow_decrement: yes
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