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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)
- //--------------------------------------------------------------
- // The rate of time it takes to cast a spell (Note 2, 0 = No casting time)
- casting_rate: 100
- // Delay time after casting (Note 2)
- delay_rate: 100
- // Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
- // Note: On Official servers, neither Dex nor Agi affect delay time
- delay_dependon_dex: no
- delay_dependon_agi: no
- // Minimum allowed delay for ANY skills after castbegin (in milliseconds) (Note 1)
- // Note: Setting this to anything above 0 can stop speedhacks.
- min_skill_delay_limit: 100
- // This delay is the min 'can't walk delay' of all skills.
- // NOTE: Do not set this too low, if a character starts moving too soon after
- // doing a skill, the client will not update this, and the player/mob will
- // appear to "teleport" afterwards.
- default_walk_delay: 300
- // Completely disable skill delay of the following types (Note 3)
- // NOTE: By default mobs don't have the skill delay as specified in the skill
- // database, but follow their own 'reuse' skill delay which is specified on
- // the mob skill db. When set, the delay for all skills become
- // min_skill_delay_limit.
- no_skill_delay: 2
- // At what dex does the cast time become zero (instacast)?
- castrate_dex_scale: 150
- // How much (dex*2+int) does variable cast turns zero?
- vcast_stat_scale: 530
- // On official servers, amotion delay is applied at castbegin. There is no amotion delay applied
- // at castend. Set this to anything above 0 to also apply amotion delay at castend. (Note 2)
- // NOTE: Setting this will break chaining of skills with cast time but no aftercast delay.
- // The client-sided delays are different from skill to skill and usually range from 140 to 180.
- // If you want to be secure, a value between 90 and 140 is recommended.
- skill_amotion_leniency: 0
- // Will normal attacks be able to ignore the delay after skills? (Note 1)
- skill_delay_attack_enable: yes
- // Range added to skills after their cast time finishes.
- // Decides how far away the target can walk away after the skill began casting before the skill fails.
- // 0 disables this range checking (default)
- skill_add_range: 0
- // If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
- skill_out_range_consume: no
- // Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
- // 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.
- // If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).
- // Default 14 (mobs + pets + homun)
- skillrange_by_distance: 14
- // Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
- // NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used.
- // Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400.
- skillrange_from_weapon: 0
- // Should a check on the caster's status be performed in all skill attacks?
- // When set to yes, meteors, storm gust and any other ground skills will have
- // no effect while the caster is unable to fight (eg: stunned).
- skill_caster_check: yes
- // Should ground placed skills be removed as soon as the caster dies? (Note 3)
- clear_skills_on_death: 0
- // Should ground placed skills be removed when the caster changes maps? (Note 3)
- clear_skills_on_warp: 15
- //Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
- //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)
- //See db/(pre-)re/skill_db.yml for more info.
- defunit_not_enemy: no
- // Should skills always do at least 'hits' damage when they don't miss/are blocked?
- // Many skills will have their damage multiplied by their number of hits (see skill_db), these will always deal 1 HP
- // damage per hit, even against plants. But some skills are actually a single hit that is just displayed as multiple
- // hits. For these skills, damage gets divided by number of hits and rounded down. That means that plants won't take
- // any damage from them. Examples: Sonic Blow, Lord of Vermillion
- // With this setting, you can change the official behavior and make these skills deal at least 1 HP damage per hit.
- // Values: 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
- skill_min_damage: 0
- // The delay rate of monk's combo (Note 2)
- combo_delay_rate: 100
- // Use alternate auto Counter Attack Skill Type? (Note 3)
- // For those characters on which it is set, 100% Critical,
- // Otherwise it disregard DEF and HIT+20, CRI*2
- auto_counter_type: 15
- // Can ground skills be placed on top of each other? (Note 3)
- // By default, skills with UF_NOREITERATION set cannot be stacked on top of
- // other skills, this setting will override that.
- skill_reiteration: 0
- // Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
- // If set, only skills with UF_NOFOOTSET set will be affected.
- skill_nofootset: 1
- // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
- // Default on official servers: 1 (for players)
- gvg_traps_target_all: 1
- // Traps visibility setting (trap with UF_HIDDEN_TRAP flag):
- // 0 = Always visible
- // 1 = Enable invisibility in versus maps (GVG/PVP/BG)
- // 2 = Enable invisibility in all maps
- // Default on official servers: 0 for Pre-renewal, 2 for Renewal
- //traps_setting: 0
- // Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)
- // 1: Enable players to damage the floras outside of versus grounds.
- // 2: Disable having different types out at the same time
- // (eg: forbid summoning anything except hydras when there's already
- // one hydra out)
- summon_flora_setting: 3
- // Whether placed down skills will check walls (Note 1)
- // (ex. Storm Gust cast against a wall will not hit the other side.)
- skill_wall_check: yes
- // When cloaking, Whether the wall is checked or not. (Note 1)
- // Note: When the skill does not checks for walls, you will always be considered
- // as if you had a wall-next to you (you always get the wall-based speed).
- // Add the settings as required, being hit always uncloaks you.
- //
- // 0 = doesn't check for walls
- // 1 = Check for walls
- // 2 = Cloaking is not cancelled when attacking.
- // 4 = Cloaking is not cancelled when using skills
- player_cloak_check_type: 1
- monster_cloak_check_type: 4
- // Can't place unlimited land skills at the same time (Note 3)
- land_skill_limit: 9
- //Determines which kind of skill-failed messages should be sent:
- // 1 - Disable all skill-failed messages.
- // 2 - Disable skill-failed messages due to can-act delays.
- // 4 - Disable failed message from Snatcher
- // 8 - Disable failed message from Envenom
- display_skill_fail: 2
- // Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
- chat_warpportal: no
- // What should the wizard's "Sense" skill display on the defense fields?
- // 0: Do not show defense
- // 1: Base defense [RE default]
- // 2: Vit/Int defense
- // 3: Both (the addition of both)
- sense_type: 1
- // Which finger offensive style will be used?
- // 0 = Aegis style (single multi-hit attack)
- // 1 = Athena style (multiple consecutive attacks)
- finger_offensive_type: 0
- // Grandcross Settings (Don't mess with these)
- // If set to no, hit interval is increased based on the amount of mobs standing on the same cell
- // (means that when there's stacked mobs in the same cell, they won't receive all hits)
- gx_allhit: no
- // Grandcross display type (Default 1)
- // 0: Yellow character
- // 1: White character
- gx_disptype: 1
- // Max Level Difference for Devotion
- devotion_level_difference: 10
- // Using 'old' behavior for devotion vs reflect damage? (Note 2)
- // Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devote the reflected damage),
- // when player with devotion attacks player with reflect damage ability (item bonus or skill),
- // the damage will be taken by the person who provides devotion instead the attacker.
- devotion_rdamage: 0
- // Officially, reflecting shield (SC_REFLECTDAMAGE) reflects physical damage by skill or normal attack.
- // But if the target is being devoted, it ONLY reflects the damage for melee skill. (Note 1)
- devotion_rdamage_skill_only: yes
- // On AEGIS there is a bug when the player who is under devotion is sitting and getting hit.
- // The player stands up on client side, but will still remain sitting on server side.
- // Because of this the player will not be able to walk anymore, until the player sat down/stood up again or used @refresh.
- // You can read more about it on https://github.com/rathena/rathena/issues/1927
- // Default: yes (because it is a recommended bug fix from our side)
- // Official: no
- devotion_standup_fix: yes
- // If no than you can use the ensemble skills alone. (Note 1)
- player_skill_partner_check: yes
- // Remove trap type
- // 0 = Aegis system : Returns 1 'Trap' item
- // 1 = Athena system : Returns all items used to deploy the trap
- skill_removetrap_type: 0
- // Does using bow to do a backstab give a 50% damage penalty? (Note 1)
- backstab_bow_penalty: yes
- // How many times you could try to steal from a mob.
- // Note: It helps to avoid stealing exploit on monsters with few rare items
- // Use 0 to disable (max allowed value is 255)
- skill_steal_max_tries: 0
- // Does Berserk/Frenzy cancel other self-buffs when used?
- berserk_cancels_buffs: no
- // Level and Strength of "MVP heal". When someone casts a heal of this level or
- // above, the heal formula is bypassed and this value is used instead.
- max_heal: 9999
- max_heal_lv: 11
- // Emergency Recall Guild Skill setting (add as appropriate).
- // Note that for the skill to be usable at all,
- // you need at least one of 1/2 and 4/8
- // 1: Skill is usable outside of woe.
- // 2: Skill is usable during woe.
- // 4: Skill is usable outside of GvG grounds
- // 8: Skill is usable on GvG grounds
- //16: Disable skill from "nowarpto" maps
- // (it will work on GVG castles even if they are set to nowarpto, though)
- emergency_call: 11
- // Guild Aura Skills setting (add as appropriate).
- // (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
- // Note that for the skill to be usable at all,
- // you need at least one of 1/2 and 4/8
- // 1: Skill works outside of woe.
- // 2: Skill works during woe.
- // 4: Skill works outside of GvG grounds
- // 8: Skill works on GvG grounds
- //16: Disable skill from affecting Guild Master
- guild_aura: 31
- // Max Possible Level of Monster skills
- // Note: If your MVPs are too tough, reduce it to 10.
- mob_max_skilllvl: 100
- // Allows players to skip menu when casting Teleport level 1
- // Menu contains two options. "Random" and "Cancel"
- skip_teleport_lv1_menu: no
- // Allow use of SG skills without proper day (Sun/Moon/Star) ?
- allow_skill_without_day: no
- // Allow use of ES-type magic on players?
- allow_es_magic_player: no
- // Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
- sg_miracle_skill_ratio: 2
- // Miracle of the Sun, Moon and Stars skill duration in milliseconds
- sg_miracle_skill_duration: 3600000
- // Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
- sg_angel_skill_ratio: 10
- // Skills that bHealPower has effect on
- // 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun,
- // 32: Coluceo Heal, 64: Highness Heal, 128: Mediale Votum, 256: Dilectio Heal
- skill_add_heal_rate: 487
- // Whether the damage of EarthQuake with a single target on screen is able to be reflected.
- // Note: On official servers, EQ is reflectable when there is only one target on the screen,
- // which might be an exploit to hunt the MVPs.
- eq_single_target_reflectable: yes
- // On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.
- // When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.
- // (The number will show but no actual damage will be done)
- invincible.nodamage: no
- // Dancing Weapon Switch
- // On official servers, a fix is in place that prevents the switching of weapons to cancel songs.
- // Default: yes
- dancing_weaponswitch_fix: yes
- // Skill Trap Type
- // On official servers if a unit is completely immune to knockback, it will still walk to the last target tile before
- // stopping when inflicted by a stopping status effect (including traps like Ankle Snare and Spiderweb). All traps on
- // the way will be activated.
- // This does NOT include being immune to knock back from equip. This bonus only helps against knockback skills.
- // 0: (official)
- // 1: Stop effects in GvG/WoE make units stop immediately.
- // 2: Stop effects make monsters immune to knockback / bosses stop immediately.
- // 3: 1+2
- skill_trap_type: 0
- // Area of Bowling Bash chain reaction (pre-renewal only)
- // 0: Use official gutter line system
- // 1: Gutter line system without demi gutter bug
- // 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41)
- // Note: If you knock the target out of the area it will only be hit once and won't do splash damage
- bowling_bash_area: 0
- // Pushback behavior (Note 1)
- // On official servers, hitting a wall will always cause the unit to stop moving.
- // If "no", the unit will continue moving when approaching walls diagonally (old Athena behavior).
- path_blown_halt: yes
- // Taekwon Mission mob name check
- // iRO Wiki States: If your target is Goblin, any monster called "Goblin" will count toward the mission.
- // 0: Off (default)
- // 1: All 5 of the Goblin monsters will count, regardless of Mob ID (Mob ID: 1122-1126) - iRO default
- // 2: Any monster with the same exact name will count, regardless of Mob ID - Comparison based off of jName
- taekwon_mission_mobname: 0
- // Can a player Teleport on top of a Map Warp Portal? (Note 1)
- // On official servers players have been unable to do so.
- teleport_on_portal: no
- // Is the knockback direction for Cart Revolution always West? (Note 1)
- // On official servers it will knock the target always to the West. If disabled it will knock the target backwards.
- cart_revo_knockback: yes
- // On official servers, Arrow Shower blow direction always rely on skill placed location to target instead of caster to target
- arrow_shower_knockback: yes
- // On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to
- // south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the
- // edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you
- // punch a hole into SG it will for example create a "suck in" effect.
- // If you disable this setting, the knockback direction will be completely random (eAthena style).
- stormgust_knockback: yes
- // For RENEWAL_CAST (Note 2)
- // By default skill that has '-1' value for Fixed Casting Time will use 20% of cast time
- // as Fixed Casting Time, and the rest (80%) as Variable Casting Time.
- // Put it 0 to disable default Fixed Casting Time (just like 0 in the skill_db.yml).
- default_fixed_castrate: 20
- // On official servers, skills that hit all targets on a path (e.g. Focused Arrow Strike and First Wind) first
- // calculate one of the eight directions and then apply an AoE based on that direction. This means there can be
- // areas that such skills can't hit. If you target a monster in such an area, only this monster will be hit.
- // The 3rd job skills Flame Launcher and Cannon Spear can completely miss.
- // Set this to "no" to calculate a path from the caster to the target instead and hit everything near that path.
- // You can adjust splash and maxcount in the skill_db to adjust the width and length of these skills.
- // Note: Brandish Spear will always use this algorithm due to its special damage behavior.
- skill_eightpath_algorithm: yes
- // Should skills that use skill_eightpath_algorithm include targets in the caster's cell?
- // Official: yes
- skill_eightpath_same_cell: yes
- // Can damage skill units like icewall and traps (Note 3)
- // On official servers, players can damage icewalls and some traps with skills. When monsters use skills, damage
- // will show on the icewalls and traps, but it is not actually substracted from the durability.
- // The official setting makes it quite easy to trap MVPs, set this to 31 if you want all units to be able to
- // damage skills (previous behavior).
- can_damage_skill: 1
- // Land Protector behavior (Note 1)
- // On official servers, players standing on the border (outer cell) of the Land Protector can still be affected/hit
- // by AoE skills (if the skill has a splash effect, such as Storm Gust). The Athena behavior ignores AoE affects/hits
- // while players are standing on the border.
- // Official: 0
- // Legacy Athena: 1
- land_protector_behavior: 0
- // NPC EMOTION behavior (Note 1)
- // On official servers, certain mobs cast NPC EMOTION skill which displays an emoticon and change their mode from
- // Aggressive to Passive for a certain time. The Athena behavior does not change their mode to Passive.
- // Official: 0
- // Legacy Athena: 1
- npc_emotion_behavior: 0
- // Should Tarot Card of Fate have the same chance for each card to occur? (Note 1)
- // Official chances: 15%: LOVERS | 10%: FOOL, MAGICIAN, HIGH PRIESTESS, STRENGTH, SUN | 8%: TEMPERANCE
- // 7%: CHARIOT | 6%: THE HANGED MAN | 5%: DEATH, STAR | 2%: TOWER | 1%: WHEEL OF FORTUNE, DEVIL
- // If you set this to "yes", the chance for each card becomes 1/14.
- tarotcard_equal_chance: no
- // Should Dispel work on songs when the target is not in the song area? (Note 1)
- // On official servers, it's impossible to dispel songs.
- // Hint: Also affects the Rebellion skill "Vanishing Buster".
- dispel_song: no
- // Banana Bomb from Genetic's Make Bomb skill sitting duration.
- // Official duration is 1000ms * Thrower's Job Level / 4.
- // 0: Uses the official duration
- // X: Enter a custom duration in milliseconds.
- banana_bomb_duration: 0
- // Should items that you try to create be dropped if you have no space left in your inventory? (Note 1)
- // Official: no
- // Legacy rAthena logic: yes
- skill_drop_items_full: no
- // EDP setting: (Note 3)
- // When switching/unequipping a right hand weapon, should EDP be removed? EDP can't be used with bare hand.
- // 0: Disabled (rAthena legacy and pre-renewal behavior).
- // 1: Enabled on pre-renewal.
- // 2: Enabled on renewal.
- // 3: 1+2
- switch_remove_edp: 2
- // Max Level Difference when casting Meister's Attack Machine on other party members.
- // Default: 15
- attack_machine_level_difference: 15
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