skill.conf 15 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 milliseconds) (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. // How much (dex*2+int) does variable cast turns zero?
  36. vcast_stat_scale: 530
  37. // What level of leniency should the skill system give for skills when
  38. // accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300)
  39. //
  40. // NOTE: Setting this to 100% may cause some issues with valid skills not being cast.
  41. // The time difference between client and server varies so allowing 90% leniency
  42. // should be enough to forgive very small margins of error.
  43. skill_amotion_leniency: 90
  44. // Will normal attacks be able to ignore the delay after skills? (Note 1)
  45. skill_delay_attack_enable: yes
  46. // Range added to skills after their cast time finishes.
  47. // Decides how far away the target can walk away after the skill began casting before the skill fails.
  48. // 0 disables this range checking (default)
  49. skill_add_range: 0
  50. // If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
  51. skill_out_range_consume: no
  52. // Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
  53. // 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.
  54. // If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).
  55. // Default 14 (mobs + pets + homun)
  56. skillrange_by_distance: 14
  57. // Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
  58. // NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used.
  59. // Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400.
  60. skillrange_from_weapon: 0
  61. // Should a check on the caster's status be performed in all skill attacks?
  62. // When set to yes, meteors, storm gust and any other ground skills will have
  63. // no effect while the caster is unable to fight (eg: stunned).
  64. skill_caster_check: yes
  65. // Should ground placed skills be removed as soon as the caster dies? (Note 3)
  66. clear_skills_on_death: 0
  67. // Should ground placed skills be removed when the caster changes maps? (Note 3)
  68. clear_skills_on_warp: 15
  69. //Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
  70. //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)
  71. //See db/skill_unit_db.txt for more info.
  72. defunit_not_enemy: no
  73. // Should skills always do at least 'hits' damage when they don't miss/are blocked?
  74. // Many skills will have their damage multiplied by their number of hits (see skill_db), these will always deal 1 HP
  75. // damage per hit, even against plants. But some skills are actually a single hit that is just displayed as multiple
  76. // hits. For these skills, damage gets divided by number of hits and rounded down. That means that plants won't take
  77. // any damage from them. Examples: Sonic Blow, Lord of Vermillion
  78. // With this setting, you can change the official behavior and make these skills deal at least 1 HP damage per hit.
  79. // Values: 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
  80. skill_min_damage: 0
  81. // The delay rate of monk's combo (Note 2)
  82. combo_delay_rate: 100
  83. // Use alternate auto Counter Attack Skill Type? (Note 3)
  84. // For those characters on which it is set, 100% Critical,
  85. // Otherwise it disregard DEF and HIT+20, CRI*2
  86. auto_counter_type: 15
  87. // Can ground skills be placed on top of each other? (Note 3)
  88. // By default, skills with UF_NOREITERATION set cannot be stacked on top of
  89. // other skills, this setting will override that. (skill_unit_db)
  90. skill_reiteration: 0
  91. // Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
  92. // If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)
  93. skill_nofootset: 1
  94. // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
  95. // Default on official servers: 1 (for players)
  96. gvg_traps_target_all: 1
  97. // Hunter's traps visibility setting:
  98. // 1: (Official) Many of Hunter's traps are invisible at all times.
  99. // But any player who see the Hunter laying the trap will be able to see the trap until they move out of sight of it.
  100. // Although, invisible traps can be revealed through Hunter's Detecting skill.
  101. traps_setting: 1
  102. // Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)
  103. // 1: Enable players to damage the floras outside of versus grounds.
  104. // 2: Disable having different types out at the same time
  105. // (eg: forbid summoning anything except hydras when there's already
  106. // one hydra out)
  107. summon_flora_setting: 3
  108. // Whether placed down skills will check walls (Note 1)
  109. // (ex. Storm Gust cast against a wall will not hit the other side.)
  110. skill_wall_check: yes
  111. // When cloaking, Whether the wall is checked or not. (Note 1)
  112. // Note: When the skill does not checks for walls, you will always be considered
  113. // as if you had a wall-next to you (you always get the wall-based speed).
  114. // Add the settings as required, being hit always uncloaks you.
  115. //
  116. // 0 = doesn't check for walls
  117. // 1 = Check for walls
  118. // 2 = Cloaking is not cancelled when attacking.
  119. // 4 = Cloaking is not cancelled when using skills
  120. player_cloak_check_type: 1
  121. monster_cloak_check_type: 4
  122. // Can't place unlimited land skills at the same time (Note 3)
  123. land_skill_limit: 9
  124. //Determines which kind of skill-failed messages should be sent:
  125. // 1 - Disable all skill-failed messages.
  126. // 2 - Disable skill-failed messages due to can-act delays.
  127. // 4 - Disable failed message from Snatcher
  128. // 8 - Disable failed message from Envenom
  129. display_skill_fail: 2
  130. // Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
  131. chat_warpportal: no
  132. // What should the wizard's "Sense" skill display on the defense fields?
  133. // 0: Do not show defense
  134. // 1: Base defense [RE default]
  135. // 2: Vit/Int defense
  136. // 3: Both (the addition of both)
  137. sense_type: 1
  138. // Which finger offensive style will be used?
  139. // 0 = Aegis style (single multi-hit attack)
  140. // 1 = Athena style (multiple consecutive attacks)
  141. finger_offensive_type: 0
  142. // Grandcross Settings (Don't mess with these)
  143. // If set to no, hit interval is increased based on the amount of mobs standing on the same cell
  144. // (means that when there's stacked mobs in the same cell, they won't receive all hits)
  145. gx_allhit: no
  146. // Grandcross display type (Default 1)
  147. // 0: Yellow character
  148. // 1: White character
  149. gx_disptype: 1
  150. // Max Level Difference for Devotion
  151. devotion_level_difference: 10
  152. // Using 'old' behavior for devotion vs reflect damage? (Note 2)
  153. // Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devote the reflected damage),
  154. // when player with devotion attacks player with reflect damage ability (item bonus or skill),
  155. // the damage will be taken by the person who provides devotion instead the attacker.
  156. devotion_rdamage: 0
  157. // Officially, reflecting shield (SC_REFLECTDAMAGE) reflects physical damage by skill or normal attack.
  158. // But if the target is being devoted, it ONLY reflects the damage for melee skill. (Note 1)
  159. devotion_rdamage_skill_only: yes
  160. // If no than you can use the ensemble skills alone. (Note 1)
  161. player_skill_partner_check: yes
  162. // Remove trap type
  163. // 0 = Aegis system : Returns 1 'Trap' item
  164. // 1 = Athena system : Returns all items used to deploy the trap
  165. skill_removetrap_type: 0
  166. // Does using bow to do a backstab give a 50% damage penalty? (Note 1)
  167. backstab_bow_penalty: yes
  168. // How many times you could try to steal from a mob.
  169. // Note: It helps to avoid stealing exploit on monsters with few rare items
  170. // Use 0 to disable (max allowed value is 255)
  171. skill_steal_max_tries: 0
  172. // Does Berserk/Frenzy cancel other self-buffs when used?
  173. berserk_cancels_buffs: no
  174. // Level and Strength of "MVP heal". When someone casts a heal of this level or
  175. // above, the heal formula is bypassed and this value is used instead.
  176. max_heal: 9999
  177. max_heal_lv: 11
  178. // Emergency Recall Guild Skill setting (add as appropriate).
  179. // Note that for the skill to be usable at all,
  180. // you need at least one of 1/2 and 4/8
  181. // 1: Skill is usable outside of woe.
  182. // 2: Skill is usable during woe.
  183. // 4: Skill is usable outside of GvG grounds
  184. // 8: Skill is usable on GvG grounds
  185. //16: Disable skill from "nowarpto" maps
  186. // (it will work on GVG castles even if they are set to nowarpto, though)
  187. emergency_call: 11
  188. // Guild Aura Skills setting (add as appropriate).
  189. // (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
  190. // Note that for the skill to be usable at all,
  191. // you need at least one of 1/2 and 4/8
  192. // 1: Skill works outside of woe.
  193. // 2: Skill works during woe.
  194. // 4: Skill works outside of GvG grounds
  195. // 8: Skill works on GvG grounds
  196. //16: Disable skill from affecting Guild Master
  197. guild_aura: 31
  198. // Max Possible Level of Monster skills
  199. // Note: If your MVPs are too tough, reduce it to 10.
  200. mob_max_skilllvl: 100
  201. // Allows players to skip menu when casting Teleport level 1
  202. // Menu contains two options. "Random" and "Cancel"
  203. skip_teleport_lv1_menu: no
  204. // Allow use of SG skills without proper day (Sun/Moon/Star) ?
  205. allow_skill_without_day: no
  206. // Allow use of ES-type magic on players?
  207. allow_es_magic_player: no
  208. // Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
  209. sg_miracle_skill_ratio: 2
  210. // Miracle of the Sun, Moon and Stars skill duration in milliseconds
  211. sg_miracle_skill_duration: 3600000
  212. // Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
  213. sg_angel_skill_ratio: 10
  214. // Skills that bHealPower has effect on
  215. // 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun
  216. skill_add_heal_rate: 7
  217. // Whether the damage of EarthQuake with a single target on screen is able to be reflected.
  218. // Note: On official servers, EQ is reflectable when there is only one target on the screen,
  219. // which might be an exploit to hunt the MVPs.
  220. eq_single_target_reflectable: yes
  221. // On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.
  222. // When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.
  223. // (The number will show but no actual damage will be done)
  224. invincible.nodamage: no
  225. // Dancing Weapon Switch
  226. // On official servers, a fix is in place that prevents the switching of weapons to cancel songs.
  227. // Default: yes
  228. dancing_weaponswitch_fix: yes
  229. // Skill Trap Type
  230. // On official servers if a unit is completely immune to knockback, it will still walk to the last target tile before
  231. // stopping when inflicted by a stopping status effect (including traps like Ankle Snare and Spiderweb). All traps on
  232. // the way will be activated.
  233. // This does NOT include being immune to knock back from equip. This bonus only helps against knockback skills.
  234. // 0: (official)
  235. // 1: Stop effects in GvG/WoE make units stop immediately.
  236. // 2: Stop effects make monsters immune to knockback / bosses stop immediately.
  237. // 3: 1+2
  238. skill_trap_type: 0
  239. // Area of Bowling Bash chain reaction
  240. // 0: Use official gutter line system
  241. // 1: Gutter line system without demi gutter bug
  242. // 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41)
  243. // Note: If you knock the target out of the area it will only be hit once and won't do splash damage
  244. bowling_bash_area: 0
  245. // Pushback behavior (Note 1)
  246. // On official servers, hitting a wall will always cause the unit to stop moving.
  247. // If "no", the unit will continue moving when approaching walls diagonally (old Athena behavior).
  248. path_blown_halt: yes
  249. // Taekwon Mission mob name check
  250. // iRO Wiki States: If your target is Goblin, any monster called "Goblin" will count toward the mission.
  251. // 0: Off (default)
  252. // 1: All 5 of the Goblin monsters will count, regardless of Mob ID (Mob ID: 1122-1126) - iRO default
  253. // 2: Any monster with the same exact name will count, regardless of Mob ID - Comparison based off of jName
  254. taekwon_mission_mobname: 0
  255. // Can a player Teleport on top of a Map Warp Portal? (Note 1)
  256. // On official servers players have been unable to do so.
  257. teleport_on_portal: no
  258. // Is the knockback direction for Cart Revolution always West? (Note 1)
  259. // On official servers it will knock the target always to the West. If disabled it will knock the target backwards.
  260. cart_revo_knockback: yes
  261. // On official servers, Arrow Shower blow direction always rely on skill placed location to target instead of caster to target
  262. arrow_shower_knockback: yes
  263. // On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to
  264. // south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the
  265. // edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you
  266. // punch a hole into SG it will for example create a "suck in" effect.
  267. // If you disable this setting, the knockback direction will be completely random (eAthena style).
  268. stormgust_knockback: yes
  269. // For RENEWAL_CAST (Note 2)
  270. // By default skill that has '0' value for Fixed Casting Time will use 20% of cast time
  271. // as Fixed Casting Time, and the rest (80%) as Variable Casting Time.
  272. // Put it 0 to disable default Fixed Casting Time (just like -1 is the skill_cast_db.txt).
  273. default_fixed_castrate: 20