battle.conf 6.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154
  1. // ______ __ __
  2. // /\ _ \/\ \__/\ \
  3. // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
  4. // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
  5. ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
  6. //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
  7. // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
  8. // _ _ _ _ _ _ _ _ _ _ _ _ _
  9. // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
  10. //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
  11. // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
  12. //
  13. //--------------------------------------------------------------
  14. // eAthena Battle Configuration File
  15. // Originally Translated by Peter Kieser <pfak@telus.net>
  16. // Made in to plainer English by Ancyker
  17. //--------------------------------------------------------------
  18. //Note 1: Directives can be set using on/off, yes/no or 1/0.
  19. //Note 2: All rates are in percents, 100 would mean 100%, 200
  20. // would mean 200%, etc
  21. //Note 3: Value is not limited to 60K (see below)
  22. //Note 4: Use bitmask values to specify who is affected
  23. // (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
  24. // Other Information:
  25. // All options are limited to a max of 60K (aprox) which is 600%
  26. // or 60secs as appropiate.
  27. // 1000 miliseconds is 1 second.
  28. // Unless otherwise specified, the minimum value is 0 for all
  29. // features.
  30. //--------------------------------------------------------------
  31. // Move-delay adjustment after being hit. (Note 2)
  32. // The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
  33. // NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
  34. pc_damage_walk_delay_rate: 20
  35. damage_walk_delay_rate: 100
  36. // Move-delay adjustment for multi-hitting attacks.
  37. // When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
  38. // unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
  39. // 80 is the setting that feels like Aegis (vs Sonic Blows)
  40. // 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
  41. multihit_delay: 80
  42. // Damaged delay rate for players (Note 2)
  43. // (Setting to no/0 will be like always endure)
  44. player_damage_delay_rate: 100
  45. // Undead type differeniate.
  46. // 0 = element undead
  47. // 1 = race undead
  48. // 2 = both
  49. undead_detect_type: 0
  50. // Does HP recover if hit by an attribute that's same as your own? (Note 1)
  51. attribute_recover: yes
  52. // What is the minimum and maximum hitrate of normal attacks?
  53. min_hitrate: 5
  54. max_hitrate: 100
  55. // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
  56. // 0 = no penalty is applied
  57. // 1 = agi_penalty_num is reduced from FLEE as a %
  58. // 2 = agi_penalty_num is reduced from FLEE as an exact amount
  59. agi_penalty_type: 1
  60. // Amount of enemies required to be targetting player before FLEE begins to be penalized
  61. agi_penalty_count: 3
  62. // Amount of FLEE penalized per each attacking monster more than agi_penalty_count
  63. agi_penalty_num: 10
  64. // Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player
  65. // 0 = no penalty is applied
  66. // 1 = vit_penalty_num is reduced from FLEE as a %
  67. // 2 = vit_penalty_num is reduced from FLEE as an exact amount
  68. vit_penalty_type: 1
  69. // Amount of enemies required to be targetting player before VIT defense begins to be penalized
  70. vit_penalty_count: 3
  71. // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
  72. vit_penalty_num: 5
  73. // Use alternate method of DEF calculation for physical attacks.
  74. // With 0, disabled (use normal def% reduction with further def2 reduction)
  75. // At 1 or more defense is substraction of (DEF* value).
  76. // eg: 10 + 50 def becomes 0 + (10*type + 50)
  77. weapon_defense_type: 0
  78. //MDEF‚same as above....(MDEF*value)
  79. magic_defense_type: 0
  80. // How to count the number of the enemies who do an agi penalty...
  81. // 1 or less: It is a count altogether.
  82. // 2: Full evasion exclusion
  83. // 3: Full evasion and evasion exclusion
  84. // 4 or more: Except all.
  85. agi_penalty_count_lv: 2
  86. // How to count the number of the enemies who do a vit penalty
  87. // 1 or less: It is a count altogether.
  88. // 2: Full evasion exclusion
  89. // 3: Full evasion and evasion exclusion
  90. // Four or more: Except all.
  91. vit_penalty_count_lv: 3
  92. // Change attacker's direction to face opponent on every attack? (Note 4)
  93. attack_direction_change: 15
  94. // Remove elemental modifiers from normal attacks (skills will always have elemental modifiers)? (Note 4)
  95. attack_attr_none: 0
  96. // Rate at which equipment can break (base rate before it's modified by any skills)
  97. // 1 = 0.01% chance. Default for official servers: 0
  98. equip_natural_break_rate: 0
  99. // Overall rate of which your own equipment can break. (Note 2)
  100. // This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
  101. // (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
  102. // weapon will be broken.
  103. equip_self_break_rate: 100
  104. // Overall rate at which you can break target's equipment. (Note 2)
  105. // This affects the behaviour of skills like acid terror and meltdown
  106. equip_skill_break_rate: 100
  107. // Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
  108. // NOTE: The official setting is yes, even thought it degrades performance a bit.
  109. delay_battle_damage: yes
  110. // Are arrows are consumed when used on a bow? (Note 1)
  111. arrow_decrement: yes
  112. // Adjustment for the natural rate of resistance from status changes.
  113. // If 50, status defense is halved, and you need twice as much stats to block
  114. // them (eg: 200 vit to completely block stun)
  115. pc_status_def_rate: 100
  116. mob_status_def_rate: 100
  117. // Required luk to gain inmunity to status changes.
  118. // Luk increases resistance by closing the gap between natural resist and max
  119. // linearly. This setting indicates required luk to gain complete inmunity.
  120. // Eg: 40 vit -> 40% resist. 150 luk -> +50% of the missing gap.
  121. // So 40% + (50% of 60%) = 70%
  122. pc_luk_sc_def: 300
  123. mob_luk_sc_def: 300
  124. // Maximum resistance to status changes. (10000 = 100%)
  125. // NOTE: This is applied after cards and equipment, so inmunity cards are
  126. // capped to this.
  127. pc_max_status_def: 10000
  128. mob_max_status_def: 10000