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- //--------------------------------------------------------------
- // rAthena Battle Configuration File
- // Originally Translated by Peter Kieser <pfak@telus.net>
- // 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)
- //--------------------------------------------------------------
- // Who should have a baseatk value (makes str affect damage)? (Note 3)
- enable_baseatk: 9
- // Who can have perfect flee? (Note 3)
- enable_perfect_flee: 1
- // Who can have critical attacks? (Note 3)
- // (Note that there are some skills that always do critical hit regardless of this)
- enable_critical: 1
- // Critical adjustment rate for non-players (Note 2)
- mob_critical_rate: 100
- critical_rate: 100
- // Should normal attacks give you a walk delay? (Note 3)
- // If no, characters can move as soon as they start an attack (attack animation
- // or walk animation may be omitted client-side, causing cropped attacks or
- // monsters that teleport to you)
- // Otherwise, the delay is equal to the 'attack animation' (amotion)
- attack_walk_delay: 15
- // Move-delay adjustment after being hit. (Note 2)
- // The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
- // NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
- pc_damage_walk_delay_rate: 20
- damage_walk_delay_rate: 100
- // Move-delay adjustment for multi-hitting attacks.
- // When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
- // unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
- // 80 is the setting that feels like Aegis (vs Sonic Blows)
- // 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
- multihit_delay: 80
- // Damaged delay rate for players (Note 2)
- // (Setting to no/0 will be like always endure)
- player_damage_delay_rate: 100
- // Should race or element be used to consider someone undead?
- // 0 = element undead
- // 1 = race undead
- // 2 = both (either one works)
- undead_detect_type: 0
- // Does HP recover if hit by an attribute that's same as your own? (Note 1)
- attribute_recover: no
- // What is the minimum and maximum hitrate of normal attacks?
- min_hitrate: 5
- max_hitrate: 100
- // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
- // 0 = no penalty is applied
- // 1 = agi_penalty_num is reduced from FLEE as a %
- // 2 = agi_penalty_num is reduced from FLEE as an exact amount
- agi_penalty_type: 1
- // When agi penalty is enabled, to whom it should apply to? (Note 3)
- // By default, only players get the penalty.
- agi_penalty_target: 1
- // Amount of enemies required to be targetting player before FLEE begins to be penalized
- agi_penalty_count: 3
- // Amount of FLEE penalized per each attacking monster more than agi_penalty_count
- agi_penalty_num: 10
- // Type of penalty that is applied to both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
- // 0 = no penalty is applied
- // 1 = vit_penalty_num is reduced from DEF as a %
- // 2 = vit_penalty_num is reduced from DEF as an exact amount
- vit_penalty_type: 1
- // When vit penalty is enabled, to whom it should apply to? (Note 3)
- // By default, only players get the penalty.
- vit_penalty_target: 1
- // Amount of enemies required to be targetting player before defense begins to be penalized
- vit_penalty_count: 3
- // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
- vit_penalty_num: 5
- // Use alternate method of DEF calculation for physical attacks.
- // With 0, disabled (use normal def% reduction with further def2 reduction)
- // At 1 or more defense is substraction of (DEF* value).
- // eg: 10 + 50 def becomes 0 + (10*type + 50)
- weapon_defense_type: 0
- //MDEF‚same as above....(MDEF*value)
- magic_defense_type: 0
- // How to count the number of attackers when applying agi penalty ? (choose one)
- // 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
- // 2 : Count every non-lucky-dodged attack attempt
- // 3 : Count attacks that miss due to element/race modifier
- // 4 : Count attacks whose damages are blocked by skills
- // 5 : Count only attacks that actually connect
- // 6+: None of the above, count will always be 0
- agi_penalty_count_lv: 2
- // How to count the number of attackers when applying vit penalty ? (choose one)
- // 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
- // 2 : Count every non-lucky-dodged attack attempt
- // 3 : Count attacks that miss due to element/race modifier
- // 4 : Count attacks whose damages are blocked by skills
- // 5 : Count only attacks that actually connect
- // 6+: None of the above, count will always be 0
- vit_penalty_count_lv: 3
- // Change attacker's direction to face opponent on every attack? (Note 3)
- attack_direction_change: 15
- // For those who is set, their innate attack element is "not elemental"
- // (100% versus on all defense-elements) (Note 3)
- // NOTE: This is the setting that makes it so non-players can hit for full
- // damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
- attack_attr_none: 14
- // Rate at which equipment can break (base rate before it's modified by any skills)
- // 1 = 0.01% chance. Default for official servers: 0
- equip_natural_break_rate: 0
- // Overall rate of which your own equipment can break. (Note 2)
- // This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
- // (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
- // weapon will be broken.
- equip_self_break_rate: 100
- // Overall rate at which you can break target's equipment. (Note 2)
- // This affects the behaviour of skills like acid terror and meltdown
- equip_skill_break_rate: 100
- // Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
- // NOTE: The official setting is yes, even thought it degrades performance a bit.
- delay_battle_damage: yes
- // Are arrows/ammo consumed when used on a bow/gun?
- // 0 = No
- // 1 = Yes
- // 2 = Yes even for skills that do not specify arrow consumption when said
- // skill is weapon-based and used with ranged weapons (auto-guesses which
- // skills should consume ammo when it's acquired via a card or plagiarize)
- arrow_decrement: 1
- // Should the item script bonus 'Autospell' check for range/obstacles before casting?
- // Official behavior is "no", setting this to "yes" will make skills use their defined
- // range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
- // This setting also affects autospellwhenhit.
- autospell_check_range: no
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