battle.conf 7.4 KB

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  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: Value is a config switch (on/off, yes/no or 1/0)
  19. // Note 2: Value is in percents (100 means 100%)
  20. // Note 3: Value is a bit field. If no description is given,
  21. // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun)
  22. //--------------------------------------------------------------
  23. // Who should have a baseatk value (makes str affect damage)? (Note 3)
  24. enable_baseatk: 9
  25. // Who can have perfect flee? (Note 3)
  26. enable_perfect_flee: 1
  27. // Who can have critical attacks? (Note 3)
  28. // (Note that there are some skills that always do critical hit regardless of this)
  29. enable_critical: 1
  30. // Critical adjustment rate for non-players (Note 2)
  31. mob_critical_rate: 100
  32. critical_rate: 100
  33. // Should normal attacks give you a walk delay? (Note 3)
  34. // If no, characters can move as soon as they start an attack (attack animation
  35. // or walk animation may be omitted client-side, causing cropped attacks or
  36. // monsters that teleport to you)
  37. // Otherwise, the delay is equal to the 'attack animation' (amotion)
  38. attack_walk_delay: 15
  39. // Move-delay adjustment after being hit. (Note 2)
  40. // The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
  41. // NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
  42. pc_damage_walk_delay_rate: 20
  43. damage_walk_delay_rate: 100
  44. // Move-delay adjustment for multi-hitting attacks.
  45. // When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
  46. // unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
  47. // 80 is the setting that feels like Aegis (vs Sonic Blows)
  48. // 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
  49. multihit_delay: 80
  50. // Damaged delay rate for players (Note 2)
  51. // (Setting to no/0 will be like always endure)
  52. player_damage_delay_rate: 100
  53. // Should race or element be used to consider someone undead?
  54. // 0 = element undead
  55. // 1 = race undead
  56. // 2 = both (either one works)
  57. undead_detect_type: 0
  58. // Does HP recover if hit by an attribute that's same as your own? (Note 1)
  59. attribute_recover: no
  60. // What is the minimum and maximum hitrate of normal attacks?
  61. min_hitrate: 5
  62. max_hitrate: 100
  63. // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
  64. // 0 = no penalty is applied
  65. // 1 = agi_penalty_num is reduced from FLEE as a %
  66. // 2 = agi_penalty_num is reduced from FLEE as an exact amount
  67. agi_penalty_type: 1
  68. // When agi penalty is enabled, to whom it should apply to? (Note 3)
  69. // By default, only players get the penalty.
  70. agi_penalty_target: 1
  71. // Amount of enemies required to be targetting player before FLEE begins to be penalized
  72. agi_penalty_count: 3
  73. // Amount of FLEE penalized per each attacking monster more than agi_penalty_count
  74. agi_penalty_num: 10
  75. // Type of penalty that is applied to both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
  76. // 0 = no penalty is applied
  77. // 1 = vit_penalty_num is reduced from DEF as a %
  78. // 2 = vit_penalty_num is reduced from DEF as an exact amount
  79. vit_penalty_type: 1
  80. // When vit penalty is enabled, to whom it should apply to? (Note 3)
  81. // By default, only players get the penalty.
  82. vit_penalty_target: 1
  83. // Amount of enemies required to be targetting player before defense begins to be penalized
  84. vit_penalty_count: 3
  85. // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
  86. vit_penalty_num: 5
  87. // Use alternate method of DEF calculation for physical attacks.
  88. // With 0, disabled (use normal def% reduction with further def2 reduction)
  89. // At 1 or more defense is substraction of (DEF* value).
  90. // eg: 10 + 50 def becomes 0 + (10*type + 50)
  91. weapon_defense_type: 0
  92. //MDEF‚same as above....(MDEF*value)
  93. magic_defense_type: 0
  94. // How to count the number of attackers when applying agi penalty ? (choose one)
  95. // 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
  96. // 2 : Count every non-lucky-dodged attack attempt
  97. // 3 : Count attacks that miss due to element/race modifier
  98. // 4 : Count attacks whose damages are blocked by skills
  99. // 5 : Count only attacks that actually connect
  100. // 6+: None of the above, count will always be 0
  101. agi_penalty_count_lv: 2
  102. // How to count the number of attackers when applying vit penalty ? (choose one)
  103. // 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
  104. // 2 : Count every non-lucky-dodged attack attempt
  105. // 3 : Count attacks that miss due to element/race modifier
  106. // 4 : Count attacks whose damages are blocked by skills
  107. // 5 : Count only attacks that actually connect
  108. // 6+: None of the above, count will always be 0
  109. vit_penalty_count_lv: 3
  110. // Change attacker's direction to face opponent on every attack? (Note 3)
  111. attack_direction_change: 15
  112. // For those who is set, their innate attack element is "not elemental"
  113. // (100% versus on all defense-elements) (Note 3)
  114. // NOTE: This is the setting that makes it so non-players can hit for full
  115. // damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
  116. attack_attr_none: 14
  117. // Rate at which equipment can break (base rate before it's modified by any skills)
  118. // 1 = 0.01% chance. Default for official servers: 0
  119. equip_natural_break_rate: 0
  120. // Overall rate of which your own equipment can break. (Note 2)
  121. // This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
  122. // (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
  123. // weapon will be broken.
  124. equip_self_break_rate: 100
  125. // Overall rate at which you can break target's equipment. (Note 2)
  126. // This affects the behaviour of skills like acid terror and meltdown
  127. equip_skill_break_rate: 100
  128. // Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
  129. // NOTE: The official setting is yes, even thought it degrades performance a bit.
  130. delay_battle_damage: yes
  131. // Are arrows/ammo consumed when used on a bow/gun?
  132. // 0 = No
  133. // 1 = Yes
  134. // 2 = Yes even for skills that do not specify arrow consumption when said
  135. // skill is weapon-based and used with ranged weapons (auto-guesses which
  136. // skills should consume ammo when it's acquired via a card or plagiarize)
  137. arrow_decrement: 1
  138. // Should the item script bonus 'Autospell' check for range/obstacles before casting?
  139. // Official behavior is "no", setting this to "yes" will make skills use their defined
  140. // range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
  141. // This setting also affects autospellwhenhit.
  142. autospell_check_range: no