skill.conf 20 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 castbegin (in milliseconds) (Note 1)
  20. // Note: Setting this to anything above 0 can stop speedhacks.
  21. min_skill_delay_limit: 100
  22. // Should attack motion be applied as minimum skill delay at castbegin? (Note 1)
  23. // The client usually doesn't send skill commands faster than attack motion.
  24. // However, there are a few tricks to make the client send commands faster.
  25. // For some unit types like mercenaries and homunculus, there is no adequate
  26. // server-sided delay in some situations, so it's possible to use skills faster
  27. // than attack motion using these tricks.
  28. // Set this to "yes" if you want to prevent these tricks and ensure that the
  29. // delay between using skills at castbegin is at least attack motion.
  30. amotion_min_skill_delay: no
  31. // This delay is the min 'can't walk delay' of all skills.
  32. // NOTE: Do not set this too low, if a character starts moving too soon after
  33. // doing a skill, the client will not update this, and the player will appear
  34. // to "teleport" afterwards. Monsters use AttackMotion instead.
  35. default_walk_delay: 300
  36. // Completely disable skill delay of the following types (Note 3)
  37. // NOTE: By default mobs don't have the skill delay as specified in the skill
  38. // database, but follow their own 'reuse' skill delay which is specified on
  39. // the mob skill db. When set, the delay for all skills become
  40. // min_skill_delay_limit.
  41. no_skill_delay: 2
  42. // At what dex does the cast time become zero (instacast)?
  43. castrate_dex_scale: 150
  44. // How much (dex*2+int) does variable cast turns zero?
  45. vcast_stat_scale: 530
  46. // On official servers, amotion delay is applied at castbegin. There is no amotion delay applied
  47. // at castend. Set this to anything above 0 to also apply amotion delay at castend. (Note 2)
  48. // NOTE: Setting this will break chaining of skills with cast time but no aftercast delay.
  49. // The client-sided delays are different from skill to skill and usually range from 140 to 180.
  50. // If you want to be secure, a value between 90 and 140 is recommended.
  51. skill_amotion_leniency: 0
  52. // Will normal attacks be able to ignore the delay after skills? (Note 1)
  53. skill_delay_attack_enable: yes
  54. // Range added to skills after their cast time finishes.
  55. // Decides how far away the target can walk away after the skill began casting before the skill fails.
  56. // 0 disables this range checking (default)
  57. skill_add_range: 0
  58. // If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
  59. skill_out_range_consume: no
  60. // Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
  61. // 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.
  62. // If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).
  63. // Default 14 (mobs + pets + homun)
  64. skillrange_by_distance: 14
  65. // Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
  66. // NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used.
  67. // Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400.
  68. skillrange_from_weapon: 0
  69. // Should a check on the caster's status be performed in all skill attacks?
  70. // When set to yes, meteors, storm gust and any other ground skills will have
  71. // no effect while the caster is unable to fight (eg: stunned).
  72. skill_caster_check: yes
  73. // Should ground placed skills be removed as soon as the caster dies? (Note 3)
  74. clear_skills_on_death: 0
  75. // Should ground placed skills be removed when the caster changes maps? (Note 3)
  76. clear_skills_on_warp: 15
  77. //Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
  78. //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)
  79. //See db/(pre-)re/skill_db.yml for more info.
  80. defunit_not_enemy: no
  81. // Should skills always do at least 'hits' damage when they don't miss/are blocked?
  82. // Many skills will have their damage multiplied by their number of hits (see skill_db), these will always deal 1 HP
  83. // damage per hit, even against plants. But some skills are actually a single hit that is just displayed as multiple
  84. // hits. For these skills, damage gets divided by number of hits and rounded down. That means that plants won't take
  85. // any damage from them. Examples: Sonic Blow, Lord of Vermillion
  86. // With this setting, you can change the official behavior and make these skills deal at least 1 HP damage per hit.
  87. // Values: 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
  88. skill_min_damage: 0
  89. // The delay rate of monk's combo (Note 2)
  90. combo_delay_rate: 100
  91. // Use alternate auto Counter Attack Skill Type? (Note 3)
  92. // For those characters on which it is set, 100% Critical,
  93. // Otherwise it disregard DEF and HIT+20, CRI*2
  94. auto_counter_type: 15
  95. // Can ground skills be placed on top of each other? (Note 3)
  96. // By default, skills with UF_NOREITERATION set cannot be stacked on top of
  97. // other skills, this setting will override that.
  98. skill_reiteration: 0
  99. // Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
  100. // If set, only skills with UF_NOFOOTSET set will be affected.
  101. skill_nofootset: 1
  102. // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
  103. // Default on official servers: 1 (for players)
  104. gvg_traps_target_all: 1
  105. // Traps visibility setting (trap with UF_HIDDEN_TRAP flag):
  106. // 0 = Always visible
  107. // 1 = Enable invisibility in versus maps (GVG/PVP/BG)
  108. // 2 = Enable invisibility in all maps
  109. // Default on official servers: 0 for Pre-renewal, 2 for Renewal
  110. //traps_setting: 0
  111. // Restrictions applied to the Alchemist's Summon skills (add as necessary)
  112. // 1: Enable players to damage the floras outside of versus grounds.
  113. // 2: Enable players to damage marine spheres outside of versus grounds.
  114. // 4: Disable having different types out at the same time
  115. // (eg: forbid summoning anything except hydras when there's already
  116. // one hydra out)
  117. // 8: Enable Marine Spheres to damage own Homunculus and summons outside PVP
  118. // Default on official servers: 15 for Pre-renewal, 12 for Renewal
  119. //alchemist_summon_setting: 15
  120. // Whether placed down skills will check walls (Note 1)
  121. // (ex. Storm Gust cast against a wall will not hit the other side.)
  122. skill_wall_check: yes
  123. // When cloaking, Whether the wall is checked or not. (Note 1)
  124. // Note: When the skill does not checks for walls, you will always be considered
  125. // as if you had a wall-next to you (you always get the wall-based speed).
  126. // Add the settings as required, being hit always uncloaks you.
  127. //
  128. // 0 = doesn't check for walls
  129. // 1 = Check for walls
  130. // 2 = Cloaking is not cancelled when attacking.
  131. // 4 = Cloaking is not cancelled when using skills
  132. player_cloak_check_type: 1
  133. monster_cloak_check_type: 4
  134. // Can't place unlimited land skills at the same time (Note 3)
  135. land_skill_limit: 9
  136. //Determines which kind of skill-failed messages should be sent:
  137. // 1 - Disable all skill-failed messages.
  138. // 2 - Disable skill-failed messages due to can-act delays.
  139. // 4 - Disable failed message from Snatcher
  140. // 8 - Disable failed message from Envenom
  141. display_skill_fail: 2
  142. // Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
  143. chat_warpportal: no
  144. // What should the wizard's "Sense" skill display on the defense fields?
  145. // 0: Do not show defense
  146. // 1: Base defense [RE default]
  147. // 2: Vit/Int defense
  148. // 3: Both (the addition of both)
  149. sense_type: 1
  150. // Which finger offensive style will be used?
  151. // 0 = Aegis style (single multi-hit attack)
  152. // 1 = Athena style (multiple consecutive attacks)
  153. finger_offensive_type: 0
  154. // Grandcross Settings (Don't mess with these)
  155. // Officially, Grand Cross has four damage waves, but each cell will stop
  156. // dealing damage on the next wave after it already dealt at least 3 hits.
  157. // A moving monster can take up to 4 hits, while a stack of monsters may only
  158. // take 1-3 hits.
  159. // Set this to yes if you want all waves to deal damage to all targets.
  160. // Hint: If you want to reduce the number of waves, you need to reduce the
  161. // duration of the skill (e.g. to 800ms for three damage waves).
  162. gx_allhit: no
  163. // Grandcross display type (Default 1)
  164. // 0: Yellow character
  165. // 1: White character
  166. gx_disptype: 1
  167. // Max Level Difference for Devotion
  168. devotion_level_difference: 10
  169. // Using 'old' behavior for devotion vs reflect damage? (Note 2)
  170. // Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devote the reflected damage),
  171. // when player with devotion attacks player with reflect damage ability (item bonus or skill),
  172. // the damage will be taken by the person who provides devotion instead the attacker.
  173. devotion_rdamage: 0
  174. // Officially, reflecting shield (SC_REFLECTDAMAGE) reflects physical damage by skill or normal attack.
  175. // But if the target is being devoted, it ONLY reflects the damage for melee skill. (Note 1)
  176. devotion_rdamage_skill_only: yes
  177. // On AEGIS there is a bug when the player who is under devotion is sitting and getting hit.
  178. // The player stands up on client side, but will still remain sitting on server side.
  179. // Because of this the player will not be able to walk anymore, until the player sat down/stood up again or used @refresh.
  180. // You can read more about it on https://github.com/rathena/rathena/issues/1927
  181. // Default: yes (because it is a recommended bug fix from our side)
  182. // Official: no
  183. devotion_standup_fix: yes
  184. // If no than you can use the ensemble skills alone. (Note 1)
  185. player_skill_partner_check: yes
  186. // Remove trap type
  187. // 0 = Aegis system : Returns 1 'Trap' item
  188. // 1 = Athena system : Returns all items used to deploy the trap
  189. skill_removetrap_type: 0
  190. // Does using bow to do a backstab give a 50% damage penalty? (Note 1)
  191. backstab_bow_penalty: yes
  192. // How many times you could try to steal from a mob.
  193. // Note: It helps to avoid stealing exploit on monsters with few rare items
  194. // Use 0 to disable (max allowed value is 255)
  195. skill_steal_max_tries: 0
  196. // Should random options be applied to stolen items? (Note 1)
  197. // Official: no
  198. skill_steal_random_options: no
  199. // Level and Strength of "MVP heal". When someone casts a heal of this level or
  200. // above, the heal formula is bypassed and this value is used instead.
  201. max_heal: 9999
  202. max_heal_lv: 11
  203. // Emergency Recall Guild Skill setting (add as appropriate).
  204. // Note that for the skill to be usable at all,
  205. // you need at least one of 1/2 and 4/8
  206. // 1: Skill is usable outside of woe.
  207. // 2: Skill is usable during woe.
  208. // 4: Skill is usable outside of GvG grounds
  209. // 8: Skill is usable on GvG grounds
  210. //16: Disable skill from "nowarpto" maps
  211. // (it will work on GVG castles even if they are set to nowarpto, though)
  212. emergency_call: 11
  213. // Guild Aura Skills setting (add as appropriate).
  214. // (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
  215. // Note that for the skill to be usable at all,
  216. // you need at least one of 1/2 and 4/8
  217. // 1: Skill works outside of woe.
  218. // 2: Skill works during woe.
  219. // 4: Skill works outside of GvG grounds
  220. // 8: Skill works on GvG grounds
  221. //16: Disable skill from affecting Guild Master
  222. guild_aura: 31
  223. // Max Possible Level of Monster skills
  224. // Note: If your MVPs are too tough, reduce it to 10.
  225. mob_max_skilllvl: 100
  226. // Allows players to skip menu when casting Teleport level 1
  227. // Menu contains two options. "Random" and "Cancel"
  228. skip_teleport_lv1_menu: no
  229. // Allow use of SG skills without proper day (Sun/Moon/Star) ?
  230. allow_skill_without_day: no
  231. // Allow use of ES-type magic on players?
  232. allow_es_magic_player: no
  233. // Miracle of the Sun, Moon and Stars skill ratio
  234. // Valid values range from 1 (0.005% per hit) to 20000 (100% per hit)
  235. // This chance is further reduced if AGI is above 46 (92 = halved chance)
  236. sg_miracle_skill_ratio: 1
  237. // Miracle of the Sun, Moon and Stars skill duration in milliseconds
  238. sg_miracle_skill_duration: 3600000
  239. // Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
  240. sg_angel_skill_ratio: 10
  241. // Skills that bHealPower has effect on
  242. // 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun,
  243. // 32: Coluceo Heal, 64: Highness Heal, 128: Mediale Votum, 256: Dilectio Heal
  244. skill_add_heal_rate: 487
  245. // Whether the damage of EarthQuake with a single target on screen is able to be reflected.
  246. // Note: On official servers, EQ is reflectable when there is only one target on the screen,
  247. // which might be an exploit to hunt the MVPs.
  248. eq_single_target_reflectable: yes
  249. // On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.
  250. // When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.
  251. // (The number will show but no actual damage will be done)
  252. invincible.nodamage: no
  253. // Dancing Weapon Switch
  254. // On official servers, a fix is in place that prevents the switching of weapons to cancel songs.
  255. // Default: yes
  256. dancing_weaponswitch_fix: yes
  257. // Skill Trap Type
  258. // On official servers if a unit is completely immune to knockback, it will still walk to the last target tile before
  259. // stopping when inflicted by a stopping status effect (including traps like Ankle Snare and Spiderweb). All traps on
  260. // the way will be activated.
  261. // This does NOT include being immune to knock back from equip. This bonus only helps against knockback skills.
  262. // 0: (official)
  263. // 1: Stop effects in GvG/WoE make units stop immediately.
  264. // 2: Stop effects make monsters immune to knockback / bosses stop immediately.
  265. // 3: 1+2
  266. skill_trap_type: 0
  267. // Area of Bowling Bash chain reaction (pre-renewal only)
  268. // 0: Use official gutter line system
  269. // 1: Gutter line system without demi gutter bug
  270. // 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41)
  271. // Note: If you knock the target out of the area it will only be hit once and won't do splash damage
  272. bowling_bash_area: 0
  273. // Pushback behavior (Note 1)
  274. // On official servers, hitting a wall will always cause the unit to stop moving.
  275. // If "no", the unit will continue moving when approaching walls diagonally (old Athena behavior).
  276. path_blown_halt: yes
  277. // Taekwon Mission mob name check
  278. // iRO Wiki States: If your target is Goblin, any monster called "Goblin" will count toward the mission.
  279. // 0: Off (default)
  280. // 1: All 5 of the Goblin monsters will count, regardless of Mob ID (Mob ID: 1122-1126) - iRO default
  281. // 2: Any monster with the same exact name will count, regardless of Mob ID - Comparison based off of jName
  282. taekwon_mission_mobname: 0
  283. // Can a player Teleport on top of a Map Warp Portal? (Note 1)
  284. // On official servers players have been unable to do so.
  285. teleport_on_portal: no
  286. // Is the knockback direction for Cart Revolution always West? (Note 1)
  287. // On official servers it will knock the target always to the West. If disabled it will knock the target backwards.
  288. cart_revo_knockback: yes
  289. // On official servers, Arrow Shower blow direction always rely on skill placed location to target instead of caster to target
  290. arrow_shower_knockback: yes
  291. // On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to
  292. // south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the
  293. // edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you
  294. // punch a hole into SG it will for example create a "suck in" effect.
  295. // If you disable this setting, the knockback direction will be completely random (eAthena style).
  296. stormgust_knockback: yes
  297. // For RENEWAL_CAST (Note 2)
  298. // By default skill that has '-1' value for Fixed Casting Time will use 20% of cast time
  299. // as Fixed Casting Time, and the rest (80%) as Variable Casting Time.
  300. // Put it 0 to disable default Fixed Casting Time (just like 0 in the skill_db.yml).
  301. default_fixed_castrate: 20
  302. // On official servers, skills that hit all targets on a path (e.g. Focused Arrow Strike and First Wind) first
  303. // calculate one of the eight directions and then apply an AoE based on that direction. This means there can be
  304. // areas that such skills can't hit. If you target a monster in such an area, only this monster will be hit.
  305. // The 3rd job skills Flame Launcher and Cannon Spear can completely miss.
  306. // Set this to "no" to calculate a path from the caster to the target instead and hit everything near that path.
  307. // You can adjust splash and maxcount in the skill_db to adjust the width and length of these skills.
  308. // Note: Brandish Spear will always use this algorithm due to its special damage behavior.
  309. skill_eightpath_algorithm: yes
  310. // Should skills that use skill_eightpath_algorithm include targets in the caster's cell?
  311. // Official: yes
  312. skill_eightpath_same_cell: yes
  313. // Can damage skill units like icewall and traps (Note 3)
  314. // On official servers, players can damage icewalls and some traps with skills. When monsters use skills, damage
  315. // will show on the icewalls and traps, but it is not actually substracted from the durability.
  316. // The official setting makes it quite easy to trap MVPs, set this to 31 if you want all units to be able to
  317. // damage skills (previous behavior).
  318. can_damage_skill: 1
  319. // Land Protector behavior (Note 1)
  320. // On official servers, players standing on the border (outer cell) of the Land Protector can still be affected/hit
  321. // by AoE skills (if the skill has a splash effect, such as Storm Gust). The Athena behavior ignores AoE affects/hits
  322. // while players are standing on the border.
  323. // Official: 0
  324. // Legacy Athena: 1
  325. land_protector_behavior: 0
  326. // NPC EMOTION behavior (Note 1)
  327. // On official servers, certain mobs cast NPC EMOTION skill which displays an emoticon and change their mode from
  328. // Aggressive to Passive for a certain time. The Athena behavior does not change their mode to Passive.
  329. // Official: 0
  330. // Legacy Athena: 1
  331. npc_emotion_behavior: 0
  332. // Should Tarot Card of Fate have the same chance for each card to occur? (Note 1)
  333. // Official chances: 15%: LOVERS | 10%: FOOL, MAGICIAN, HIGH PRIESTESS, STRENGTH, SUN | 8%: TEMPERANCE
  334. // 7%: CHARIOT | 6%: THE HANGED MAN | 5%: DEATH, STAR | 2%: TOWER | 1%: WHEEL OF FORTUNE, DEVIL
  335. // If you set this to "yes", the chance for each card becomes 1/14.
  336. tarotcard_equal_chance: no
  337. // Should Dispel work on songs when the target is not in the song area? (Note 1)
  338. // On official servers, it's impossible to dispel songs.
  339. // Hint: Also affects the Rebellion skill "Vanishing Buster".
  340. dispel_song: no
  341. // Banana Bomb from Genetic's Make Bomb skill sitting duration.
  342. // Official duration is 1000ms * Thrower's Job Level / 4.
  343. // 0: Uses the official duration
  344. // X: Enter a custom duration in milliseconds.
  345. banana_bomb_duration: 0
  346. // Should items that you try to create be dropped if you have no space left in your inventory? (Note 1)
  347. // Official: no
  348. // Legacy rAthena logic: yes
  349. skill_drop_items_full: no
  350. // EDP setting: (Note 3)
  351. // When switching/unequipping a right hand weapon, should EDP be removed? EDP can't be used with bare hand.
  352. // 0: Disabled (rAthena legacy and pre-renewal behavior).
  353. // 1: Enabled on pre-renewal.
  354. // 2: Enabled on renewal.
  355. // 3: 1+2
  356. switch_remove_edp: 2
  357. // Max Level Difference when casting Meister's Attack Machine on other party members.
  358. // Default: 15
  359. attack_machine_level_difference: 15