340 lines
15 KiB
Plaintext
340 lines
15 KiB
Plaintext
//--------------------------------------------------------------
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// rAthena 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, 16: Mercenary)
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//--------------------------------------------------------------
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// The rate of time it takes to cast a spell (Note 2, 0 = No casting time)
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casting_rate: 100
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// Delay time after casting (Note 2)
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delay_rate: 100
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// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
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// Note: On Official servers, neither Dex nor Agi affect delay time
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delay_dependon_dex: no
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delay_dependon_agi: no
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// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1)
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// Note: Setting this to anything above 0 can stop speedhacks.
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min_skill_delay_limit: 100
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// This delay is the min 'can't walk delay' of all skills.
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// NOTE: Do not set this too low, if a character starts moving too soon after
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// doing a skill, the client will not update this, and the player/mob will
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// appear to "teleport" afterwards.
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default_walk_delay: 300
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//Completely disable skill delay of the following types (Note 3)
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//NOTE: By default mobs don't have the skill delay as specified in the skill
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// database, but follow their own 'reuse' skill delay which is specified on
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// the mob skill db. When set, the delay for all skills become
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// min_skill_delay_limit.
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no_skill_delay: 2
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// At what dex does the cast time become zero (instacast)?
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castrate_dex_scale: 150
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// How much (dex*2+int) does variable cast turns zero?
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vcast_stat_scale: 530
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// What level of leniency should the skill system give for skills when
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// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300)
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//
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// NOTE: Setting this to 100% may cause some issues with valid skills not being cast.
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// The time difference between client and server varies so allowing 90% leniency
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// should be enough to forgive very small margins of error.
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skill_amotion_leniency: 90
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// Will normal attacks be able to ignore the delay after skills? (Note 1)
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skill_delay_attack_enable: yes
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// Range added to skills after their cast time finishes.
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// Decides how far away the target can walk away after the skill began casting before the skill fails.
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// 0 disables this range checking (default)
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skill_add_range: 0
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// If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
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skill_out_range_consume: no
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// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
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// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.
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// If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).
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// Default 14 (mobs + pets + homun)
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skillrange_by_distance: 14
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// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
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// NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used.
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// Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400.
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skillrange_from_weapon: 0
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// Should a check on the caster's status be performed in all skill attacks?
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// When set to yes, meteors, storm gust and any other ground skills will have
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// no effect while the caster is unable to fight (eg: stunned).
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skill_caster_check: yes
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// Should ground placed skills be removed as soon as the caster dies? (Note 3)
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clear_skills_on_death: 0
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// Should ground placed skills be removed when the caster changes maps? (Note 3)
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clear_skills_on_warp: 15
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//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
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//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)
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//See db/skill_unit_db.txt for more info.
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defunit_not_enemy: no
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// Should skills always do at least 'hits' damage when they don't miss/are blocked?
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// Many skills will have their damage multiplied by their number of hits (see skill_db), these will always deal 1 HP
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// damage per hit, even against plants. But some skills are actually a single hit that is just displayed as multiple
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// hits. For these skills, damage gets divided by number of hits and rounded down. That means that plants won't take
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// any damage from them. Examples: Sonic Blow, Lord of Vermillion
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// With this setting, you can change the official behavior and make these skills deal at least 1 HP damage per hit.
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// Values: 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
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skill_min_damage: 0
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// The delay rate of monk's combo (Note 2)
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combo_delay_rate: 100
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// Use alternate auto Counter Attack Skill Type? (Note 3)
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// For those characters on which it is set, 100% Critical,
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// Otherwise it disregard DEF and HIT+20, CRI*2
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auto_counter_type: 15
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// Can ground skills be placed on top of each other? (Note 3)
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// By default, skills with UF_NOREITERATION set cannot be stacked on top of
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// other skills, this setting will override that. (skill_unit_db)
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skill_reiteration: 0
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// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
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// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)
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skill_nofootset: 1
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// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
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// Default on official servers: 1 (for players)
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gvg_traps_target_all: 1
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// Hunter's traps visibility setting:
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// 1: (Official) Many of Hunter's traps are invisible at all times.
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// But any player who see the Hunter laying the trap will be able to see the trap until they move out of sight of it.
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// Although, invisible traps can be revealed through Hunter's Detecting skill.
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traps_setting: 1
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// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)
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// 1: Enable players to damage the floras outside of versus grounds.
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// 2: Disable having different types out at the same time
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// (eg: forbid summoning anything except hydras when there's already
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// one hydra out)
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summon_flora_setting: 3
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// Whether placed down skills will check walls (Note 1)
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// (ex. Storm Gust cast against a wall will not hit the other side.)
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skill_wall_check: yes
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// When cloaking, Whether the wall is checked or not. (Note 1)
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// Note: When the skill does not checks for walls, you will always be considered
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// as if you had a wall-next to you (you always get the wall-based speed).
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// Add the settings as required, being hit always uncloaks you.
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//
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// 0 = doesn't check for walls
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// 1 = Check for walls
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// 2 = Cloaking is not cancelled when attacking.
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// 4 = Cloaking is not cancelled when using skills
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player_cloak_check_type: 1
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monster_cloak_check_type: 4
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// Can't place unlimited land skills at the same time (Note 3)
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land_skill_limit: 9
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//Determines which kind of skill-failed messages should be sent:
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// 1 - Disable all skill-failed messages.
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// 2 - Disable skill-failed messages due to can-act delays.
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// 4 - Disable failed message from Snatcher
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// 8 - Disable failed message from Envenom
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display_skill_fail: 2
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// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
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chat_warpportal: no
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// What should the wizard's "Sense" skill display on the defense fields?
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// 0: Do not show defense
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// 1: Base defense [RE default]
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// 2: Vit/Int defense
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// 3: Both (the addition of both)
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sense_type: 1
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// Which finger offensive style will be used?
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// 0 = Aegis style (single multi-hit attack)
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// 1 = Athena style (multiple consecutive attacks)
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finger_offensive_type: 0
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// Grandcross Settings (Don't mess with these)
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// If set to no, hit interval is increased based on the amount of mobs standing on the same cell
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// (means that when there's stacked mobs in the same cell, they won't receive all hits)
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gx_allhit: no
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// Grandcross display type (Default 1)
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// 0: Yellow character
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// 1: White character
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gx_disptype: 1
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// Max Level Difference for Devotion
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devotion_level_difference: 10
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// Using 'old' behavior for devotion vs reflect damage? (Note 2)
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// Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devote the reflected damage),
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// when player with devotion attacks player with reflect damage ability (item bonus or skill),
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// the damage will be taken by the person who provides devotion instead the attacker.
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devotion_rdamage: 0
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// Officially, reflecting shield (SC_REFLECTDAMAGE) reflects physical damage by skill or normal attack.
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// But if the target is being devoted, it ONLY reflects the damage for melee skill. (Note 1)
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devotion_rdamage_skill_only: yes
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// If no than you can use the ensemble skills alone. (Note 1)
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player_skill_partner_check: yes
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// Remove trap type
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// 0 = Aegis system : Returns 1 'Trap' item
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// 1 = Athena system : Returns all items used to deploy the trap
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skill_removetrap_type: 0
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// Does using bow to do a backstab give a 50% damage penalty? (Note 1)
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backstab_bow_penalty: yes
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// How many times you could try to steal from a mob.
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// Note: It helps to avoid stealing exploit on monsters with few rare items
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// Use 0 to disable (max allowed value is 255)
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skill_steal_max_tries: 0
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// Does Berserk/Frenzy cancel other self-buffs when used?
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berserk_cancels_buffs: no
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// Level and Strength of "MVP heal". When someone casts a heal of this level or
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// above, the heal formula is bypassed and this value is used instead.
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max_heal: 9999
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max_heal_lv: 11
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// Emergency Recall Guild Skill setting (add as appropriate).
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// Note that for the skill to be usable at all,
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// you need at least one of 1/2 and 4/8
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// 1: Skill is usable outside of woe.
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// 2: Skill is usable during woe.
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// 4: Skill is usable outside of GvG grounds
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// 8: Skill is usable on GvG grounds
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//16: Disable skill from "nowarpto" maps
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// (it will work on GVG castles even if they are set to nowarpto, though)
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emergency_call: 11
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// Guild Aura Skills setting (add as appropriate).
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// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
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// Note that for the skill to be usable at all,
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// you need at least one of 1/2 and 4/8
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// 1: Skill works outside of woe.
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// 2: Skill works during woe.
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// 4: Skill works outside of GvG grounds
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// 8: Skill works on GvG grounds
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//16: Disable skill from affecting Guild Master
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guild_aura: 31
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// Max Possible Level of Monster skills
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// Note: If your MVPs are too tough, reduce it to 10.
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mob_max_skilllvl: 100
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// Allows players to skip menu when casting Teleport level 1
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// Menu contains two options. "Random" and "Cancel"
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skip_teleport_lv1_menu: no
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// Allow use of SG skills without proper day (Sun/Moon/Star) ?
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allow_skill_without_day: no
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// Allow use of ES-type magic on players?
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allow_es_magic_player: no
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// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
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sg_miracle_skill_ratio: 2
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// Miracle of the Sun, Moon and Stars skill duration in milliseconds
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sg_miracle_skill_duration: 3600000
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// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
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sg_angel_skill_ratio: 10
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// Skills that bHealPower has effect on
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// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun
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skill_add_heal_rate: 7
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// Whether the damage of EarthQuake with a single target on screen is able to be reflected.
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// Note: On official servers, EQ is reflectable when there is only one target on the screen,
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// which might be an exploit to hunt the MVPs.
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eq_single_target_reflectable: yes
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// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.
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// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.
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// (The number will show but no actual damage will be done)
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invincible.nodamage: no
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// Dancing Weapon Switch
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// On official servers, a fix is in place that prevents the switching of weapons to cancel songs.
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// Default: yes
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dancing_weaponswitch_fix: yes
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// Skill Trap Type
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// On official servers if a unit is completely immune to knockback, it will still walk to the last target tile before
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// stopping when inflicted by a stopping status effect (including traps like Ankle Snare and Spiderweb). All traps on
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// the way will be activated.
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// This does NOT include being immune to knock back from equip. This bonus only helps against knockback skills.
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// 0: (official)
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// 1: Stop effects in GvG/WoE make units stop immediately.
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// 2: Stop effects make monsters immune to knockback / bosses stop immediately.
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// 3: 1+2
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skill_trap_type: 0
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// Area of Bowling Bash chain reaction
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// 0: Use official gutter line system
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// 1: Gutter line system without demi gutter bug
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// 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41)
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// Note: If you knock the target out of the area it will only be hit once and won't do splash damage
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bowling_bash_area: 0
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// Pushback behavior (Note 1)
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// On official servers, hitting a wall will always cause the unit to stop moving.
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// If "no", the unit will continue moving when approaching walls diagonally (old Athena behavior).
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path_blown_halt: yes
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// Taekwon Mission mob name check
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// iRO Wiki States: If your target is Goblin, any monster called "Goblin" will count toward the mission.
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// 0: Off (default)
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// 1: All 5 of the Goblin monsters will count, regardless of Mob ID (Mob ID: 1122-1126) - iRO default
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// 2: Any monster with the same exact name will count, regardless of Mob ID - Comparison based off of jName
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taekwon_mission_mobname: 0
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// Can a player Teleport on top of a Map Warp Portal? (Note 1)
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// On official servers players have been unable to do so.
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teleport_on_portal: no
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// Is the knockback direction for Cart Revolution always West? (Note 1)
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// On official servers it will knock the target always to the West. If disabled it will knock the target backwards.
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cart_revo_knockback: yes
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// On official servers, Arrow Shower blow direction always rely on skill placed location to target instead of caster to target
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arrow_shower_knockback: yes
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// On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to
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// south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the
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// edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you
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// punch a hole into SG it will for example create a "suck in" effect.
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// If you disable this setting, the knockback direction will be completely random (eAthena style).
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stormgust_knockback: yes
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// For RENEWAL_CAST (Note 2)
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// By default skill that has '0' value for Fixed Casting Time will use 20% of cast time
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// as Fixed Casting Time, and the rest (80%) as Variable Casting Time.
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// Put it 0 to disable default Fixed Casting Time (just like -1 is the skill_cast_db.txt).
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default_fixed_castrate: 20
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