skill.conf 11 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, 16: Mercenary)
  10. //--------------------------------------------------------------
  11. // The rate of time it takes to cast a spell (Note 2, 0 = No casting time)
  12. casting_rate: 100
  13. // Delay time after casting (Note 2)
  14. delay_rate: 100
  15. // Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
  16. // Note: On Official servers, neither Dex nor Agi affect delay time
  17. delay_dependon_dex: no
  18. delay_dependon_agi: no
  19. // Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)
  20. // Note: Setting this to anything above 0 can stop speedhacks.
  21. min_skill_delay_limit: 100
  22. // This delay is the min 'can't walk delay' of all skills.
  23. // NOTE: Do not set this too low, if a character starts moving too soon after
  24. // doing a skill, the client will not update this, and the player/mob will
  25. // appear to "teleport" afterwards.
  26. default_walk_delay: 300
  27. //Completely disable skill delay of the following types (Note 3)
  28. //NOTE: By default mobs don't have the skill delay as specified in the skill
  29. // database, but follow their own 'reuse' skill delay which is specified on
  30. // the mob skill db. When set, the delay for all skills become
  31. // min_skill_delay_limit.
  32. no_skill_delay: 2
  33. // At what dex does the cast time become zero (instacast)?
  34. castrate_dex_scale: 150
  35. // What level of leniency should the skill system give for skills when
  36. // accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 100)
  37. //
  38. // NOTE: Setting this to 100% may cause some issues with valid skills not being cast.
  39. // The time difference between client and server varies so allowing 90% leniency
  40. // should be enough to forgive very small margins of error.
  41. skill_amotion_leniency: 90
  42. // Will normal attacks be able to ignore the delay after skills? (Note 1)
  43. skill_delay_attack_enable: yes
  44. // Range added to skills after their cast time finishes.
  45. // Decides how far away the target can walk away after the skill began casting before the skill fails.
  46. // 0 disables this range checking (default)
  47. skill_add_range: 0
  48. // If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
  49. skill_out_range_consume: no
  50. // Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
  51. // 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.
  52. // If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).
  53. // Default 14 (mobs + pets + homun)
  54. skillrange_by_distance: 14
  55. // Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
  56. // NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is
  57. // set, the range of all skills is 9 for monsters.
  58. skillrange_from_weapon: 30
  59. // Should a check on the caster's status be performed in all skill attacks?
  60. // When set to yes, meteors, storm gust and any other ground skills will have
  61. // no effect while the caster is unable to fight (eg: stunned).
  62. skill_caster_check: yes
  63. // Should ground placed skills be removed as soon as the caster dies? (Note 3)
  64. clear_skills_on_death: 0
  65. // Should ground placed skills be removed when the caster changes maps? (Note 3)
  66. clear_skills_on_warp: 15
  67. //Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
  68. //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)
  69. //See db/skill_unit_db.txt for more info.
  70. defunit_not_enemy: no
  71. // Do skills do at least 'hits' damage when they don't miss/are blocked?
  72. //(for example, will firebolts always do "number of bolts" damage versus plants?)
  73. //Values (add as appropiate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
  74. skill_min_damage: 6
  75. // The delay rate of monk's combo (Note 2)
  76. combo_delay_rate: 100
  77. // Use alternate auto Counter Attack Skill Type? (Note 3)
  78. // For those characters on which it is set, 100% Critical,
  79. // Otherwise it disregard DEF and HIT+20, CRI*2
  80. auto_counter_type: 15
  81. // Can ground skills be placed on top of each other? (Note 3)
  82. // By default, skills with UF_NOREITERATION set cannot be stacked on top of
  83. // other skills, this setting will override that. (skill_unit_db)
  84. skill_reiteration: 0
  85. // Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
  86. // If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)
  87. skill_nofootset: 1
  88. // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
  89. // Default on official servers: yes for player-traps
  90. gvg_traps_target_all: 1
  91. // Some traps settings (add as necessary):
  92. // 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.
  93. // (Invisible traps can be revealed through Hunter's Detecting skill)
  94. traps_setting: 0
  95. // Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)
  96. // 1: Enable players to damage the floras outside of versus grounds.
  97. // 2: Disable having different types out at the same time
  98. // (eg: forbid summoning anything except hydras when there's already
  99. // one hydra out)
  100. summon_flora_setting: 3
  101. // Whether placed down skills will check walls (Note 1)
  102. // (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side)
  103. skill_wall_check: yes
  104. // When cloaking, Whether the wall is checked or not. (Note 1)
  105. // Note: When the skill does not checks for walls, you will always be considered
  106. // as if you had a wall-next to you (you always get the wall-based speed).
  107. // Add the settings as required, being hit always uncloaks you.
  108. //
  109. // 0 = doesn't check for walls
  110. // 1 = Check for walls
  111. // 2 = Cloaking is not cancelled when attacking.
  112. // 4 = Cloaking is not cancelled when using skills
  113. player_cloak_check_type: 1
  114. monster_cloak_check_type: 4
  115. // Can't place unlimited land skills at the same time (Note 3)
  116. land_skill_limit: 1
  117. //Determines which kind of skill-failed messages should be sent:
  118. // 1 - Disable all skill-failed messages.
  119. // 2 - Disable skill-failed messages due to can-act delays.
  120. // 4 - Disable failed message from Snatcher
  121. // 8 - Disable failed message from Envenom
  122. display_skill_fail: 2
  123. // Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
  124. chat_warpportal: no
  125. // What should the wizard's "Sense" skill display on the defense fields?
  126. // 0: Do not show defense
  127. // 1: Base defense
  128. // 2: Vit/Int defense
  129. // 3: Both (the addition of both) [default]
  130. sense_type: 3
  131. // Which finger offensive style will be used?
  132. // 0 = Aegis style (single multi-hit attack)
  133. // 1 = Athena style (multiple consecutive attacks)
  134. finger_offensive_type: 0
  135. // Grandcross Settings (Dont mess with these)
  136. // If set to no, hit interval is increased based on the amount of mobs standing on the same cell
  137. // (means that when there's stacked mobs in the same cell, they won't receive all hits)
  138. gx_allhit: no
  139. // Grandcross display type (Default 1)
  140. // 0: Yellow character
  141. // 1: White character
  142. gx_disptype: 1
  143. // Max Level Difference for Devotion
  144. devotion_level_difference: 10
  145. // If no than you can use the ensemble skills alone. (Note 1)
  146. player_skill_partner_check: yes
  147. // Remove trap type
  148. // 0 = Aegis system : Returns 1 'Trap' item
  149. // 1 = Athena system : Returns all items used to deploy the trap
  150. skill_removetrap_type: 0
  151. // Does using bow to do a backstab give a 50% damage penalty? (Note 1)
  152. backstab_bow_penalty: yes
  153. // How many times you could try to steal from a mob.
  154. // Note: It helps to avoid stealing exploit on monsters with few rare items
  155. // Use 0 to disable (max allowed value is 255)
  156. skill_steal_max_tries: 0
  157. // Can Rogues plagiarize advanced job skills
  158. // 0 = no restriction
  159. // 1 = only stalker may plagiarize advanced skills
  160. // 2 = advanced skills cannot be plagiarized by anyone
  161. // Official servers setting: 2
  162. copyskill_restrict: 2
  163. // Does Berserk/Frenzy cancel other self-buffs when used?
  164. berserk_cancels_buffs: no
  165. // Level and Strength of "MVP heal". When someone casts a heal of this level or
  166. // above, the heal formula is bypassed and this value is used instead.
  167. max_heal: 9999
  168. max_heal_lv: 11
  169. // Emergency Recall Guild Skill setting (add as appropiate).
  170. // Note that for the skill to be usable at all,
  171. // you need at least one of 1/2 and 4/8
  172. // 1: Skill is usable outside of woe.
  173. // 2: Skill is usable during woe.
  174. // 4: Skill is usable outside of GvG grounds
  175. // 8: Skill is usable on GvG grounds
  176. //16: Disable skill from "nowarpto" maps
  177. // (it will work on GVG castles even if they are set to nowarpto, though)
  178. emergency_call: 11
  179. // Guild Aura Skills setting (add as appropiate).
  180. // (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
  181. // Note that for the skill to be usable at all,
  182. // you need at least one of 1/2 and 4/8
  183. // 1: Skill works outside of woe.
  184. // 2: Skill works during woe.
  185. // 4: Skill works outside of GvG grounds
  186. // 8: Skill works on GvG grounds
  187. //16: Disable skill from affecting Guild Master
  188. guild_aura: 31
  189. // Max Possible Level of Monster skills
  190. // Note: If your MVPs are too tough, reduce it to 10.
  191. mob_max_skilllvl: 100
  192. // Allows players to skip menu when casting Teleport level 1
  193. // Menu contains two options. "Random" and "Cancel"
  194. skip_teleport_lv1_menu: no
  195. // Allow use of SG skills without proper day (Sun/Moon/Star) ?
  196. allow_skill_without_day: no
  197. // Allow use of ES-type magic on players?
  198. allow_es_magic_player: no
  199. // Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
  200. sg_miracle_skill_ratio: 2
  201. // Miracle of the Sun, Moon and Stars skill duration in milliseconds
  202. sg_miracle_skill_duration: 3600000
  203. // Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
  204. sg_angel_skill_ratio: 10
  205. // Skills that bHealPower has effect on
  206. // 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun
  207. skill_add_heal_rate: 7
  208. // Whether the damage of EarthQuake with a single target on screen is able to be reflected.
  209. // Note: On offcial server, EQ is reflectable when there is only one target on the screen,
  210. // which might be an exploit to hunt the MVPs.
  211. eq_single_target_reflectable: yes
  212. // On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.
  213. // When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.
  214. // (The number will show but no actual damage will be done)
  215. invincible.nodamage: no