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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, 16: Mercenary, 128: NPC, 512: Elemental)
- //--------------------------------------------------------------
- // Who should have a baseatk value (makes str affect damage)? (Note 3)
- enable_baseatk: 0x9
- enable_baseatk_renewal: 0x29F
- // 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: 17
- // Critical adjustment rate for non-players (Note 2)
- mob_critical_rate: 100
- critical_rate: 100
- // Which unit types should get a walk delay from normal attacks? (Note 3)
- // The delay is equal to the 'attack animation' (amotion). The client already blocks
- // sending movement requests during this time, so for client-controlled characters
- // this setting is mainly a safety mechanism against client edits.
- // Monsters are usually unaffected by this as their AI is inactive during their attack
- // animation unless you customize their AI (see monster_ai 0x2000 in monster.conf)
- attack_walk_delay: 0
- // 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.
- 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.
- // Please note that skills that deal more than 10 hits are only considered as 2-hit-skills.
- // Official: 200
- // Legacy Athena: 80
- multihit_delay: 200
- // Damaged delay rate for players (Note 2)
- // This affects the damage delay that is sent to the client and is the base value for the walk delay.
- player_damage_delay_rate: 100
- // Always have endure? (Note 3)
- // The unit types defined here cannot be stopped by damage.
- // Please note that criticals can't be displayed on targets with endure due to a client limitation.
- // That means this setting makes it impossible to display critical hits on these unit types.
- infinite_endure: 0
- // 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 subtraction 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
- // Change attacker's direction to face opponent on every attack? (Note 3)
- // NOTE: On official servers knockback of some skills like Firewall is always based on the
- // last direction walked. Even when attacking in a completely different direction, the
- // knockback direction won't change, so e.g. if you walk north and then attack an enemy to
- // the south you will still be knocked back to the south by Firewall. Immobile monsters
- // will always be knocked back to the south as their default direction is north.
- attack_direction_change: 0
- // 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
- // Should damage have a delay before it is applied? (Note 1)
- // Some skills might not have a delay by default regardless of this setting.
- // The official setting is yes, even thought it degrades performance a bit.
- delay_battle_damage: yes
- // Should the damage timing be synchronized between the client and server? (Note 1)
- // This is not official behavior, but it should remove the position lag after being hit by a monster.
- // This setting only affects normal monster attacks and takes priority over "delay_battle_damage".
- // Many skills show their damage immediately, so setting "delay_battle_damage" to "no" at the same
- // time might improve the experience further, but will not work for all skills.
- // Tired of Dark Illusion hitting you 5 seconds too late? Then turn this on.
- synchronize_damage: no
- // 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 ammo be unequipped when unequipping a weapon?
- // Official behavior is "yes".
- ammo_unequip: yes
- // Should a suitable weapon be equipped when equipping ammo?
- // Official behavior is "yes".
- ammo_check_weapon: yes
- // 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
- // If both the attacker and the target are on the same tile, should the target be knocked back to the left?
- // Official behavior is "yes", setting this to "no" will knock the target back behind the attacker.
- knockback_left: yes
- // Can players use Falcons and Wargs at the same time? (Note 1)
- // This is not allowed on official servers.
- warg_can_falcon: no
- // Should the target be able of dodging damage by snapping away to the edge of the screen?
- // Official behavior is "no"
- snap_dodge: no
- // Grant player skills/items the ability to "break" non-player equipment. (Note 1)
- // This will effectively apply the strip equip effect to the non-player target.
- // NOTE: WS_MELTDOWN is exempt from this check when disabled.
- // Official: no
- break_mob_equip: no
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