battle.conf 8.4 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, 128: NPC, 512: Elemental)
  10. //--------------------------------------------------------------
  11. // Who should have a baseatk value (makes str affect damage)? (Note 3)
  12. enable_baseatk: 0x9
  13. enable_baseatk_renewal: 0x29F
  14. // Who can have perfect flee? (Note 3)
  15. enable_perfect_flee: 1
  16. // Who can have critical attacks? (Note 3)
  17. // (Note that there are some skills that always do critical hit regardless of this)
  18. enable_critical: 17
  19. // Critical adjustment rate for non-players (Note 2)
  20. mob_critical_rate: 100
  21. critical_rate: 100
  22. // Which unit types should get a walk delay from normal attacks? (Note 3)
  23. // The delay is equal to the 'attack animation' (amotion). The client already blocks
  24. // sending movement requests during this time, so for client-controlled characters
  25. // this setting is mainly a safety mechanism against client edits.
  26. // Monsters are usually unaffected by this as their AI is inactive during their attack
  27. // animation unless you customize their AI (see monster_ai 0x2000 in monster.conf)
  28. attack_walk_delay: 0
  29. // Move-delay adjustment after being hit. (Note 2)
  30. // The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
  31. pc_damage_walk_delay_rate: 20
  32. damage_walk_delay_rate: 100
  33. // Move-delay adjustment for multi-hitting attacks.
  34. // When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
  35. // unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
  36. // 80 is the setting that feels like Aegis (vs Sonic Blows)
  37. // 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
  38. multihit_delay: 80
  39. // Damaged delay rate for players (Note 2)
  40. // This affects the damage delay that is sent to the client and is the base value for the walk delay.
  41. player_damage_delay_rate: 100
  42. // Always have endure? (Note 3)
  43. // The unit types defined here cannot be stopped by damage.
  44. // Please note that criticals can't be displayed on targets with endure due to a client limitation.
  45. // That means this setting makes it impossible to display critical hits on these unit types.
  46. infinite_endure: 0
  47. // Should race or element be used to consider someone undead?
  48. // 0 = element undead
  49. // 1 = race undead
  50. // 2 = both (either one works)
  51. undead_detect_type: 0
  52. // Does HP recover if hit by an attribute that's same as your own? (Note 1)
  53. attribute_recover: no
  54. // What is the minimum and maximum hitrate of normal attacks?
  55. min_hitrate: 5
  56. max_hitrate: 100
  57. // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
  58. // 0 = no penalty is applied
  59. // 1 = agi_penalty_num is reduced from FLEE as a %
  60. // 2 = agi_penalty_num is reduced from FLEE as an exact amount
  61. agi_penalty_type: 1
  62. // When agi penalty is enabled, to whom it should apply to? (Note 3)
  63. // By default, only players get the penalty.
  64. agi_penalty_target: 1
  65. // Amount of enemies required to be targetting player before FLEE begins to be penalized
  66. agi_penalty_count: 3
  67. // Amount of FLEE penalized per each attacking monster more than agi_penalty_count
  68. agi_penalty_num: 10
  69. // Type of penalty that is applied to both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
  70. // 0 = no penalty is applied
  71. // 1 = vit_penalty_num is reduced from DEF as a %
  72. // 2 = vit_penalty_num is reduced from DEF as an exact amount
  73. vit_penalty_type: 1
  74. // When vit penalty is enabled, to whom it should apply to? (Note 3)
  75. // By default, only players get the penalty.
  76. vit_penalty_target: 1
  77. // Amount of enemies required to be targetting player before defense begins to be penalized
  78. vit_penalty_count: 3
  79. // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
  80. vit_penalty_num: 5
  81. // Use alternate method of DEF calculation for physical attacks.
  82. // With 0, disabled (use normal def% reduction with further def2 reduction)
  83. // At 1 or more defense is subtraction of (DEF * value).
  84. // eg: 10 + 50 def becomes 0 + (10*type + 50)
  85. weapon_defense_type: 0
  86. // MDEF‚ same as above. (MDEF * value)
  87. magic_defense_type: 0
  88. // Change attacker's direction to face opponent on every attack? (Note 3)
  89. // NOTE: On official servers knockback of some skills like Firewall is always based on the
  90. // last direction walked. Even when attacking in a completely different direction, the
  91. // knockback direction won't change, so e.g. if you walk north and then attack an enemy to
  92. // the south you will still be knocked back to the south by Firewall. Immobile monsters
  93. // will always be knocked back to the south as their default direction is north.
  94. attack_direction_change: 0
  95. // For those who is set, their innate attack element is "not elemental"
  96. // (100% versus on all defense-elements) (Note 3)
  97. // NOTE: This is the setting that makes it so non-players can hit for full
  98. // damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
  99. attack_attr_none: 14
  100. // Rate at which equipment can break (base rate before it's modified by any skills)
  101. // 1 = 0.01% chance. Default for official servers: 0
  102. equip_natural_break_rate: 0
  103. // Overall rate of which your own equipment can break. (Note 2)
  104. // This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
  105. // (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
  106. // weapon will be broken.
  107. equip_self_break_rate: 100
  108. // Overall rate at which you can break target's equipment. (Note 2)
  109. // This affects the behaviour of skills like acid terror and meltdown
  110. equip_skill_break_rate: 100
  111. // Should damage have a delay before it is applied? (Note 1)
  112. // Some skills might not have a delay by default regardless of this setting.
  113. // The official setting is yes, even thought it degrades performance a bit.
  114. delay_battle_damage: yes
  115. // Should the damage timing be synchronized between the client and server? (Note 1)
  116. // This is not official behavior, but it should remove the position lag after being hit by a monster.
  117. // This setting only affects normal monster attacks and takes priority over "delay_battle_damage".
  118. // Many skills show their damage immediately, so setting "delay_battle_damage" to "no" at the same
  119. // time might improve the experience further, but will not work for all skills.
  120. // Tired of Dark Illusion hitting you 5 seconds too late? Then turn this on.
  121. synchronize_damage: no
  122. // Are arrows/ammo consumed when used on a bow/gun?
  123. // 0 = No
  124. // 1 = Yes
  125. // 2 = Yes even for skills that do not specify arrow consumption when said
  126. // skill is weapon-based and used with ranged weapons (auto-guesses which
  127. // skills should consume ammo when it's acquired via a card or plagiarize)
  128. arrow_decrement: 1
  129. // Should ammo be unequipped when unequipping a weapon?
  130. // Official behavior is "yes".
  131. ammo_unequip: yes
  132. // Should a suitable weapon be equipped when equipping ammo?
  133. // Official behavior is "yes".
  134. ammo_check_weapon: yes
  135. // Should the item script bonus 'Autospell' check for range/obstacles before casting?
  136. // Official behavior is "no", setting this to "yes" will make skills use their defined
  137. // range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
  138. // This setting also affects autospellwhenhit.
  139. autospell_check_range: no
  140. // If both the attacker and the target are on the same tile, should the target be knocked back to the left?
  141. // Official behavior is "yes", setting this to "no" will knock the target back behind the attacker.
  142. knockback_left: yes
  143. // Can players use Falcons and Wargs at the same time? (Note 1)
  144. // This is not allowed on official servers.
  145. warg_can_falcon: no
  146. // Should the target be able of dodging damage by snapping away to the edge of the screen?
  147. // Official behavior is "no"
  148. snap_dodge: no
  149. // Grant player skills/items the ability to "break" non-player equipment. (Note 1)
  150. // This will effectively apply the strip equip effect to the non-player target.
  151. // NOTE: WS_MELTDOWN is exempt from this check when disabled.
  152. // Official: no
  153. break_mob_equip: no