battle.conf 6.8 KB

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  1. //--------------------------------------------------------------
  2. // rAthena Battle Configuration File
  3. // Originally Translated by Peter Kieser <pfak@telus.net>
  4. // Made in to plainer English by Ancyker
  5. //--------------------------------------------------------------
  6. // Note 1: Value is a config switch (on/off, yes/no or 1/0)
  7. // Note 2: Value is in percents (100 means 100%)
  8. // Note 3: Value is a bit field. If no description is given,
  9. // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun)
  10. //--------------------------------------------------------------
  11. // Who should have a baseatk value (makes str affect damage)? (Note 3)
  12. enable_baseatk: 9
  13. // Who can have perfect flee? (Note 3)
  14. enable_perfect_flee: 1
  15. // Who can have critical attacks? (Note 3)
  16. // (Note that there are some skills that always do critical hit regardless of this)
  17. enable_critical: 1
  18. // Critical adjustment rate for non-players (Note 2)
  19. mob_critical_rate: 100
  20. critical_rate: 100
  21. // Should normal attacks give you a walk delay? (Note 3)
  22. // If no, characters can move as soon as they start an attack (attack animation
  23. // or walk animation may be omitted client-side, causing cropped attacks or
  24. // monsters that teleport to you)
  25. // Otherwise, the delay is equal to the 'attack animation' (amotion)
  26. attack_walk_delay: 15
  27. // Move-delay adjustment after being hit. (Note 2)
  28. // The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
  29. // NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
  30. pc_damage_walk_delay_rate: 20
  31. damage_walk_delay_rate: 100
  32. // Move-delay adjustment for multi-hitting attacks.
  33. // When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
  34. // unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
  35. // 80 is the setting that feels like Aegis (vs Sonic Blows)
  36. // 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
  37. multihit_delay: 80
  38. // Damaged delay rate for players (Note 2)
  39. // (Setting to no/0 will be like always endure)
  40. player_damage_delay_rate: 100
  41. // Should race or element be used to consider someone undead?
  42. // 0 = element undead
  43. // 1 = race undead
  44. // 2 = both (either one works)
  45. undead_detect_type: 0
  46. // Does HP recover if hit by an attribute that's same as your own? (Note 1)
  47. attribute_recover: no
  48. // What is the minimum and maximum hitrate of normal attacks?
  49. min_hitrate: 5
  50. max_hitrate: 100
  51. // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
  52. // 0 = no penalty is applied
  53. // 1 = agi_penalty_num is reduced from FLEE as a %
  54. // 2 = agi_penalty_num is reduced from FLEE as an exact amount
  55. agi_penalty_type: 1
  56. // When agi penalty is enabled, to whom it should apply to? (Note 3)
  57. // By default, only players get the penalty.
  58. agi_penalty_target: 1
  59. // Amount of enemies required to be targetting player before FLEE begins to be penalized
  60. agi_penalty_count: 3
  61. // Amount of FLEE penalized per each attacking monster more than agi_penalty_count
  62. agi_penalty_num: 10
  63. // Type of penalty that is applied to both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
  64. // 0 = no penalty is applied
  65. // 1 = vit_penalty_num is reduced from DEF as a %
  66. // 2 = vit_penalty_num is reduced from DEF as an exact amount
  67. vit_penalty_type: 1
  68. // When vit penalty is enabled, to whom it should apply to? (Note 3)
  69. // By default, only players get the penalty.
  70. vit_penalty_target: 1
  71. // Amount of enemies required to be targetting player before defense begins to be penalized
  72. vit_penalty_count: 3
  73. // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
  74. vit_penalty_num: 5
  75. // Use alternate method of DEF calculation for physical attacks.
  76. // With 0, disabled (use normal def% reduction with further def2 reduction)
  77. // At 1 or more defense is substraction of (DEF* value).
  78. // eg: 10 + 50 def becomes 0 + (10*type + 50)
  79. weapon_defense_type: 0
  80. //MDEF‚same as above....(MDEF*value)
  81. magic_defense_type: 0
  82. // How to count the number of attackers when applying agi penalty ? (choose one)
  83. // 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
  84. // 2 : Count every non-lucky-dodged attack attempt
  85. // 3 : Count attacks that miss due to element/race modifier
  86. // 4 : Count attacks whose damages are blocked by skills
  87. // 5 : Count only attacks that actually connect
  88. // 6+: None of the above, count will always be 0
  89. agi_penalty_count_lv: 2
  90. // How to count the number of attackers when applying vit penalty ? (choose one)
  91. // 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
  92. // 2 : Count every non-lucky-dodged attack attempt
  93. // 3 : Count attacks that miss due to element/race modifier
  94. // 4 : Count attacks whose damages are blocked by skills
  95. // 5 : Count only attacks that actually connect
  96. // 6+: None of the above, count will always be 0
  97. vit_penalty_count_lv: 3
  98. // Change attacker's direction to face opponent on every attack? (Note 3)
  99. attack_direction_change: 15
  100. // For those who is set, their innate attack element is "not elemental"
  101. // (100% versus on all defense-elements) (Note 3)
  102. // NOTE: This is the setting that makes it so non-players can hit for full
  103. // damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
  104. attack_attr_none: 14
  105. // Rate at which equipment can break (base rate before it's modified by any skills)
  106. // 1 = 0.01% chance. Default for official servers: 0
  107. equip_natural_break_rate: 0
  108. // Overall rate of which your own equipment can break. (Note 2)
  109. // This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
  110. // (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
  111. // weapon will be broken.
  112. equip_self_break_rate: 100
  113. // Overall rate at which you can break target's equipment. (Note 2)
  114. // This affects the behaviour of skills like acid terror and meltdown
  115. equip_skill_break_rate: 100
  116. // Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
  117. // NOTE: The official setting is yes, even thought it degrades performance a bit.
  118. delay_battle_damage: yes
  119. // Are arrows/ammo consumed when used on a bow/gun?
  120. // 0 = No
  121. // 1 = Yes
  122. // 2 = Yes even for skills that do not specify arrow consumption when said
  123. // skill is weapon-based and used with ranged weapons (auto-guesses which
  124. // skills should consume ammo when it's acquired via a card or plagiarize)
  125. arrow_decrement: 1
  126. // Should the item script bonus 'Autospell' check for range/obstacles before casting?
  127. // Official behavior is "no", setting this to "yes" will make skills use their defined
  128. // range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
  129. // This setting also affects autospellwhenhit.
  130. autospell_check_range: no