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- // ______ __ __
- // /\ _ \/\ \__/\ \
- // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
- // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
- ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
- //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
- // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
- // _ _ _ _ _ _ _ _ _ _ _ _ _
- // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
- //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
- // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
- //
- //--------------------------------------------------------------
- // eAthena Battle Configuration File
- // Originally Translated by Peter Kieser <pfak@telus.net>
- // Made in to plainer English by Ancyker
- //--------------------------------------------------------------
- //Note 1: Directives can be set using on/off, yes/no or 1/0.
- //Note 2: All rates are in percents, 100 would mean 100%, 200
- // would mean 200%, etc
- //Note 3: Value is not limited to 60K (see below)
- //Note 4: Use bitmask values to specify who is affected
- // (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
- // Other Information:
- // All options are limited to a max of 60K (aprox) which is 600%
- // or 60secs as appropiate.
- // 1000 miliseconds is 1 second.
- // Unless otherwise specified, the minimum value is 0 for all
- // features.
- //--------------------------------------------------------------
- // 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
- // Undead type differeniate.
- // 0 = element undead
- // 1 = race undead
- // 2 = both
- undead_detect_type: 0
- // Does HP recover if hit by an attribute that's same as your own? (Note 1)
- attribute_recover: yes
- // 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
- // 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 VIT defense when more than vit_penalty_count monsters are targetting player
- // 0 = no penalty is applied
- // 1 = vit_penalty_num is reduced from FLEE as a %
- // 2 = vit_penalty_num is reduced from FLEE as an exact amount
- vit_penalty_type: 1
- // Amount of enemies required to be targetting player before VIT 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 the enemies who do an agi penalty...
- // 1 or less: It is a count altogether.
- // 2: Full evasion exclusion
- // 3: Full evasion and evasion exclusion
- // 4 or more: Except all.
- agi_penalty_count_lv: 2
- // How to count the number of the enemies who do a vit penalty
- // 1 or less: It is a count altogether.
- // 2: Full evasion exclusion
- // 3: Full evasion and evasion exclusion
- // Four or more: Except all.
- vit_penalty_count_lv: 3
- // Change attacker's direction to face opponent on every attack? (Note 4)
- attack_direction_change: 15
- // Remove elemental modifiers from normal attacks (skills will always have elemental modifiers)? (Note 4)
- attack_attr_none: 0
- // 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 are consumed when used on a bow? (Note 1)
- arrow_decrement: yes
- // Adjustment for the natural rate of resistance from status changes.
- // If 50, status defense is halved, and you need twice as much stats to block
- // them (eg: 200 vit to completely block stun)
- pc_status_def_rate: 100
- mob_status_def_rate: 100
- // Required luk to gain inmunity to status changes.
- // Luk increases resistance by closing the gap between natural resist and max
- // linearly. This setting indicates required luk to gain complete inmunity.
- // Eg: 40 vit -> 40% resist. 150 luk -> +50% of the missing gap.
- // So 40% + (50% of 60%) = 70%
- pc_luk_sc_def: 300
- mob_luk_sc_def: 300
- // Maximum resistance to status changes. (10000 = 100%)
- // NOTE: This is applied after cards and equipment, so inmunity cards are
- // capped to this.
- pc_max_status_def: 10000
- mob_max_status_def: 10000
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