battle_athena.conf 29 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. // Made in to plainer english by Ancyker
  16. //--------------------------------------------------------------
  17. //Note 1: Directives can be set using on/off, yes/no or 1/0.
  18. //Note 2: All rates are in percents, 100 would mean 100%, 200
  19. // would mean 200%, etc
  20. // Other Information:
  21. // 1000 miliseconds is 1 second.
  22. //--------------------------------------------------------------
  23. // Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1)
  24. warp_point_debug: no
  25. // When calculating critical, should we take in to account the enimies luck? (Note 1)
  26. enemy_critical: yes
  27. // Enemy's Critical Rate (Note 2)
  28. enemy_critical_rate: 100
  29. // Are enemy attacks effected by their strength? (Note 1)
  30. enemy_str: yes
  31. // Can enemies have perfect flee? (Note 1)
  32. enemy_perfect_flee: no
  33. // The rate of time it takes to cast a spell (Note 2, 0 = No casting time)
  34. casting_rate: 100
  35. // Delay time after casting (Note 2)
  36. delay_rate: 100
  37. // Is the delay time is dependent on the caster's DEX? (Note 1)
  38. // Note: On Official servers Dex does NOT affect delay time
  39. delay_dependon_dex: no
  40. // Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)
  41. // Note: Setting this to anything above 0 can stop speedhacks.
  42. min_skill_delay_limit: 100
  43. // At what dex does the cast time become zero (instacast)
  44. castrate_dex_scale: 150
  45. // Is 'Skills add a delay before you can attack' enabled? (Note 1)
  46. skill_delay_attack_enable: yes
  47. // Whether or not cards and attributes in the left hand are enabled (Note 1)
  48. left_cardfix_to_right: yes
  49. // Increase player's attack range (in cells)
  50. player_skill_add_range: 0
  51. // If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
  52. skill_out_range_consume: no
  53. // Increase Monsters attack range
  54. monster_skill_add_range: 0
  55. // If a player is attacked, will they have a delay in being able to move? (Note 1)
  56. // (Setting to no will be like always endure)
  57. player_damage_delay: yes
  58. // Damaged delay rate (Note 2)
  59. player_damage_delay_rate: 100
  60. // Is a player's defense NOT dependant on an enemies attack? (Note 1)
  61. defunit_not_enemy: yes
  62. // Are summoned monsters level greater then your base level? (I think this is for dead branches) (Note 1)
  63. random_monster_checklv: yes
  64. // The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
  65. atcommand_spawn_quantity_limit: 100
  66. // Does HP recover if hit by an attribute that's same as your own? (Note 1)
  67. attribute_recover: yes
  68. // If an item is droped, does it go stright into the users inventory? (Note 1)
  69. item_auto_get: no
  70. // How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
  71. flooritem_lifetime: 60000
  72. // How long before the first person who did the most damage to a monster can get the item? (in milliseconds)
  73. item_first_get_time: 3000
  74. // How long before the second person who did the second most damage to a monster can get the item? (in milliseconds)
  75. // (It Adds Time From The First Persons Time)
  76. // So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items
  77. item_second_get_time: 1000
  78. // How long before the third person who did the third most/least damage to a monster can get the item? (in milliseconds)
  79. // (It Adds Time From The First Persons Time And Second Persons Time)
  80. // So, It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items
  81. item_third_get_time: 1000
  82. // How long before the first person who did the most damage to a MVP can get the item? (in milliseconds)
  83. mvp_item_first_get_time: 10000
  84. // How long before the second person who did the second most damage to a MVP can get the item? (in milliseconds)
  85. // (It Adds Time From The First Persons Time)
  86. // So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items
  87. mvp_item_second_get_time: 10000
  88. // How long before the third person who did the third most/least damage to a MVP can get the item
  89. //(Note the Amount is in Milliseconds and It Adds Time From The First Persons Time And Second Persons Time)
  90. //So It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items
  91. mvp_item_third_get_time: 2000
  92. // Item drop rates (Note 2)
  93. // The rate the common items are droped (Items that are in the ETC tab, besides card)
  94. item_rate_common: 100
  95. item_drop_common_min: 1
  96. item_drop_common_max: 10000
  97. // The rate healing items are droped (items that restore HP or SP)
  98. item_rate_heal: 100
  99. item_drop_heal_min: 1
  100. item_drop_heal_max: 10000
  101. // The rate at which usable items (in the item tab) other then healing items are droped.
  102. item_rate_use: 100
  103. item_drop_use_min: 1
  104. item_drop_use_max: 10000
  105. // The rate at which equipment is droped.
  106. item_rate_equip: 100
  107. item_drop_equip_min: 1
  108. item_drop_equip_max: 10000
  109. // The rate at which cards are droped
  110. item_rate_card: 100
  111. item_drop_card_min: 1
  112. item_drop_card_max: 10000
  113. item_drop_mvp_min: 1
  114. item_drop_mvp_max: 10000
  115. //For fine tuning drop rates for all items
  116. //details = 0: Don't change anything (Default)
  117. // 1: Change drop ratios depending on current rates
  118. // 2: Change drop ratios depending on current rates, but not exceeding minimum
  119. // and maximum values
  120. // Example: details=3 rate_1=1000 min=20 If an item's drops is between 1/10000 -
  121. // 9/10000 it will become at least 1x1000%=10, which is still below 20,
  122. // so it'll be increase to 20/10000
  123. //
  124. item_rate_details: 0
  125. //
  126. //Drop rates 1-9
  127. item_rate_1: 100
  128. item_rate_1_min: 1
  129. item_rate_1_max: 9
  130. //
  131. //Drop rates 10-99
  132. item_rate_10: 100
  133. item_rate_10_min: 10
  134. item_rate_10_max: 99
  135. //
  136. //Drop rates 100-999
  137. item_rate_100: 100
  138. item_rate_100_min: 100
  139. item_rate_100_max: 999
  140. //
  141. //Drop rates 1000 and above
  142. item_rate_1000: 100
  143. item_rate_1000_min: 1000
  144. item_rate_1000_max: 10000
  145. // Can the monster's drop rate become 0? (Note 1)
  146. drop_rate0item: yes
  147. // Rate at which exp. is given. (Note 2)
  148. base_exp_rate: 100
  149. // Rate at which job exp. is given. (Note 2)
  150. job_exp_rate: 100
  151. // Players' maximum HP rate? (Default is 100)
  152. hp_rate: 100
  153. // Players' maximum SP rate? (Default is 100)
  154. sp_rate: 100
  155. // PVP exp. Do players get exp in PvP maps
  156. // (Note: NOT exp from players, but from normal leveling)
  157. pvp_exp: yes
  158. // When a player dies, how should we penalize them?
  159. // 0 = No penalty.
  160. // 1 = Lose % of current level when killed.
  161. // 2 = Lose % of total experience when killed.
  162. death_penalty_type: 1
  163. // Base exp. penalty rate (Each 100 is 1% of their exp)
  164. death_penalty_base: 100
  165. // Job exp. penalty rate (Each 100 is 1% of their exp)
  166. death_penalty_job: 100
  167. // When a player dies, how much zeny should we penalize them with?
  168. zeny_penalty: 0
  169. // The amount of HP a player will respawn with, 0 is default.
  170. // (Unit is in percentage of total HP, 100 is full heal of HP, 0 is respawn with 1HP total.)
  171. restart_hp_rate: 0
  172. // The amount of SP a player will respawn with, 0 is default.
  173. // (Unit is in percentage of total SP, 100 is full heal of SP, 0 is respawn with 1SP total.)
  174. restart_sp_rate: 0
  175. // [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
  176. mvp_hp_rate: 100
  177. // [MVP] Item drop rate, that is, the overall drop rate for items droped by an MVP. (Note 2)
  178. mvp_item_rate: 100
  179. // [MVP] Exp. rate. (Note 2)
  180. mvp_exp_rate: 100
  181. // The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
  182. monster_hp_rate: 100
  183. // The maximum attack speed of a monster
  184. monster_max_aspd: 199
  185. // (@) GM Commands available only to GM's? (Note 1)
  186. // set to 'No', Normal players (gm level 0) can use GM commands _IF_ you set the command level to 0.
  187. // set to 'Yes', Normal players (gm level 0) can never use a GM command even if you set the command level to 0.
  188. atcommand_gm_only: no
  189. // [GM] Can use all skills? (No or mimimum GM level)
  190. gm_all_skill: no
  191. // [GM] Can use all abracadabra skills? (No minimum GM level)
  192. gm_all_skill_add_abra: no
  193. // [GM] Can equip anything? (No or minimum GM level, can cause client errors.)
  194. gm_all_equipment: no
  195. // [GM] Can use skills without meeting the required conditions (no
  196. // blue gems? no problem
  197. gm_skill_unconditional: no
  198. // Can a normal player by-pass the skill tree? (Note 1)
  199. player_skillfree: no
  200. // When doing a skill reset, whether the skill's restriction is to be ignored or not. (Note 1)
  201. player_skillup_limit: no
  202. // Forging success rate. (Note 2)
  203. weapon_produce_rate: 100
  204. // Prepare Potion success rate. (Note 2)
  205. potion_produce_rate: 100
  206. // Allow monsters to be aggresive and attack first? (Note 1)
  207. monster_active_enable: yes
  208. // Monster damage delay rate (Note 1)
  209. monster_damage_delay_rate: 100
  210. // Looting monster actions.
  211. // 0 = Monster will consume the item.
  212. // 1 = Monster will not consume the item.
  213. monster_loot_type: 0
  214. // Enable monster skills? (Note 1)
  215. mob_skill_use: yes
  216. // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
  217. mob_count_rate: 100
  218. // Quest skills can be learned? (Note 1)
  219. // Setting this to yes can open an exploit on your server!
  220. quest_skill_learn: no
  221. // When skills are reset, quest skills are reset as well? (Note 1)
  222. // Setting this to yes can open an exploit on your server!
  223. quest_skill_reset: no
  224. // You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1)
  225. basic_skill_check: yes
  226. // When making a guild, an Emperium is consumed? (Note 1)
  227. guild_emperium_check: yes
  228. // Maximum tax limit on a guild member.
  229. guild_exp_limit: 50
  230. // Maximum castles one guild can own (0 - unlimited)
  231. guild_max_castles: 0
  232. // When teleporting, or spawning to a map, how long before a monster sees you if you don't move? (time is in milliseconds)
  233. // That is, when you go to a map and don't move, how long before the monsters will notice you.
  234. // If you attack a monster, it will attack you back regaurdless of this setting. (I think)
  235. player_invincible_time: 5000
  236. // [PET] Rate for catching pets (Note 2)
  237. pet_catch_rate: 100
  238. // [PET] Can you name a pet more then once? (Note 1)
  239. pet_rename: no
  240. // [PET] The rate a pet will get friendly by feeding it. (Note 2)
  241. pet_friendly_rate: 100
  242. // [PET] The rate at which a pet will become hungry. (Note 2)
  243. pet_hungry_delay_rate: 100
  244. // [PET] If your pet is hungry by how much will the friendlyness decrease by. (Default is 5)
  245. // Note: The friendlyness is 0-1000 total, at 0 the pet runs away.
  246. pet_hungry_friendly_decrease: 5
  247. // [PET] Does Pet's Attack Damage Based On Str (Note 1)
  248. pet_str: yes
  249. // [PET] Whether or not the pet's will use skills. (Note 1)
  250. pet_status_support: yes
  251. // [PET] Does the pet need its equipment before it does its skill? (Note 1)
  252. pet_equip_required: yes
  253. // [PET] Will all pets attack? (Note 1)
  254. // Do NOT use this with pet skills!
  255. pet_attack_support: no
  256. // [PET] When the master receives damage from the monster, whether or not the pet attacks back.
  257. pet_damage_support: no
  258. // [PET] Rate at which a pet will support it's owner in battle. (Note 2)
  259. pet_support_rate: 100
  260. // [PET] Does the pets owner receive exp from the pets damage?
  261. pet_attack_exp_to_master: no
  262. // [PET] The rate exp. is gained from the pet attacking monsters
  263. pet_attack_exp_rate: 100
  264. // Will there be a minimum skill dmg even if there is a miss?
  265. skill_min_damage: no
  266. // Which finger offensive style can be used?
  267. // 0 = Aegis style
  268. // 1 = Athena style
  269. finger_offensive_type: 0
  270. // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
  271. // The balance of the exp. rate is best used with 5 to 10)
  272. heal_exp: 0
  273. // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
  274. // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
  275. resurrection_exp: 0
  276. // The rate of job exp. when using discount and overcharge on an NPC (100 is normal, 200 is double.)
  277. // The way it is calculated is (money recieved * skill lv) * shop_exp / 100.
  278. shop_exp: 0
  279. // The delay rate of monk's combo (Note 2)
  280. combo_delay_rate: 100
  281. // Item check? (Note 1)
  282. // When logged in or moving in map if the item the player is holding isn't correct there will be a check.
  283. item_check: no
  284. // Will tuxedo and wedding dresses be shown when worn? (Note 1)
  285. wedding_modifydisplay: yes
  286. // The time interval for HP to restore naturally. (in milliseconds)
  287. natural_healhp_interval: 6000
  288. // The time interval for SP to restore naturally. (in milliseconds)
  289. natural_healsp_interval: 8000
  290. // Automatic healing skill's time interval. (in milliseconds)
  291. natural_heal_skill_interval: 10000
  292. // The maximum weight for a character to carry when the character stops healing naturally. (in %)
  293. natural_heal_weight_rate: 50
  294. // You can turn the following 5 settings off if you don't need them,
  295. // or if you're experiencing problems with GRF loading
  296. //
  297. // Override item names from GRF file? (Note 1)
  298. item_name_override_grffile: no
  299. //
  300. // Override item equip positions from GRF file? (Note 1)
  301. item_equip_override_grffile: no
  302. //
  303. // Override item slots from GRF file? (Note 1)
  304. item_slots_override_grffile: no
  305. //
  306. // Override 'indoors' mapflags from GRF file? (Note 1)
  307. indoors_override_grffile: no
  308. //
  309. // Override SP used per level from GRF file? (Note 1)
  310. // Turn this off if you have a customised skill_require_db.txt
  311. skill_sp_override_grffile: no
  312. //
  313. // Read card illustrations from GRF file? (Note 1)
  314. cardillust_read_grffile: yes
  315. // Are arrows are consumed when used on a bow? (Note 1)
  316. arrow_decrement: yes
  317. // Maximum atk speed. (Default is 190)
  318. max_aspd: 190
  319. // Maximum HP. (Default is 32500)
  320. max_hp: 32500
  321. // Maximum SP. (Default is 32500)
  322. max_sp: 32500
  323. // Maximum user LV to send to client
  324. // (Default is 99.. Never go above 127)
  325. //
  326. // this is only useful if you have adjusted your client
  327. // to expect levels higher then 99
  328. max_lv: 99
  329. // Max limit of char stats. (agi, str, etc.)
  330. max_parameter: 99
  331. // Max weight carts can hold.
  332. max_cart_weight: 8000
  333. // Display player skill errors in console? (for debug only) (default: off) (Note 1)
  334. player_skill_log: off
  335. // Display monster skill errors in console? (for debug only) (default: off) (Note 1)
  336. monster_skill_log: off
  337. // Display battle log? (for debug only) (default: off) (Note 1)
  338. battle_log: off
  339. // Display save log? (for debug only) (default: off) (Note 1)
  340. save_log: off
  341. // Display errors? (for debug only) (default: off) (Note 1)
  342. error_log: off
  343. // Display other stuff? (for debug only) (default: off) (Note 1)
  344. etc_log: off
  345. // Save Clothes color. (This will degrade performance [in txt?]) (Note 1)
  346. save_clothcolor: yes
  347. // Undead type differeniate.
  348. // 0 = element undead
  349. // 1 = race undead
  350. // 2 = both
  351. undead_detect_type: 2
  352. // Operational mode of automatic counter.
  353. // 0 = disregard DEF and HIT+20 . CRI*2, 1 = 100% critical
  354. // Players
  355. player_auto_counter_type: 0
  356. // Monsters
  357. monster_auto_counter_type: 0
  358. // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
  359. // 0 = no penalty is applied
  360. // 1 = agi_penalty_num is reduced from FLEE as a %
  361. // 2 = agi_penalty_num is reduced from FLEE as an exact amount
  362. agi_penalty_type: 1
  363. // Amount of enemies required to be targetting player before FLEE begins to be penalized
  364. agi_penalty_count: 3
  365. // Amount of FLEE penalized per each attacking monster more than agi_penalty_count
  366. agi_penalty_num: 10
  367. // Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player
  368. // 0 = no penalty is applied
  369. // 1 = vit_penalty_num is reduced from FLEE as a %
  370. // 2 = vit_penalty_num is reduced from FLEE as an exact amount
  371. vit_penalty_type: 1
  372. // Amount of enemies required to be targetting player before VIT defense begins to be penalized
  373. vit_penalty_count: 3
  374. // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
  375. vit_penalty_num: 5
  376. // When the player attacks an object, the calculation method of DEF.
  377. // With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
  378. player_defense_type: 0
  379. // When the monster attacks an object, the calculation method of DEF.
  380. // With 0 this will be ignored, at 1 or more def = subtraction of (DEF* value).
  381. monster_defense_type: 0
  382. // When the pet attacks an object, the calculation method of DEF.
  383. // With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
  384. pet_defense_type: 0
  385. //MDEF‚same as above....(MDEF*value)
  386. magic_defense_type: 0
  387. // Whether or not, ground skills of the players' will stack. (Note 1)
  388. player_skill_reiteration: no
  389. //Whether or not, ground skills of the monsters' will pile up. (Note 1)
  390. monster_skill_reiteration: no
  391. // Whether or not players can cast ground based skills of a certain type such as traps
  392. // straight onto other players/monsters. (Note 1)
  393. player_skill_nofootset: yes
  394. // Whether or not monsters can cast ground based skills of a certain type such as traps
  395. // straight onto players. (Note 1)
  396. monster_skill_nofootset: yes
  397. // When a player is cloaking, Whether the wall is checked or not. (Note 1)
  398. // Note: When set to no players can always cloak away from walls and move around
  399. // freely even if the skill level is below 3.
  400. player_cloak_check_type: yes
  401. // When a monster is cloaking, Whether the wall is checked or not. (Note 1)
  402. monster_cloak_check_type: no
  403. // Damage adjustments for WOE battles against defending Guild monsters (Note 2)
  404. castle_defense_rate: 100
  405. // Melee damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
  406. gvg_short_attack_damage_rate: 100
  407. // Ranged damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
  408. gvg_long_attack_damage_rate: 60
  409. // Magic damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
  410. gvg_magic_attack_damage_rate: 50
  411. // Misc damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
  412. gvg_misc_attack_damage_rate: 60
  413. // When the empelium is broken with WoE mode on, How Long Before The Declaration Of Castle Owner
  414. // and Removal of Monsters/Players from Castle. (in milliseconds)
  415. gvg_eliminate_time: 7000
  416. // Whether or not skill is used vis-a-vis the user at the time of MOB skill motion of condition skillused. (Note 1)
  417. // Not sure what this means, something about monsters changing target?
  418. mob_changetarget_byskill: no
  419. // Player's Direction Changed When Attacking? (Note 1)
  420. player_attack_direction_change: yes
  421. // Monsters's Direction Changed When Attacking? (Note 1)
  422. monster_attack_direction_change: yes
  423. // Will Player Skills Stay Within Land Limit or not? (Note 1)
  424. player_land_skill_limit: yes
  425. // Will Monster Skills Stay Within Land Limit or not? (Note 1)
  426. monster_land_skill_limit: yes
  427. // If a party uses a skill with penalties do they apply? (Note 1)
  428. party_skill_penalty: yes
  429. // If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
  430. monster_class_change_full_recover: no
  431. // Do produced items have the maker's name on them? (Note 1)
  432. produce_item_name_input: yes
  433. // Do produced potions have the maker's name on them? (Note 1)
  434. produce_potion_name_input: yes
  435. // Do crafted arrows have the maker's name on them? (Note 1)
  436. making_arrow_name_input: yes
  437. // Does created holy water have the maker's name on it? (Note 1)
  438. holywater_name_input: yes
  439. // Stop logout for 10 seconds after a hit? (Note 1)
  440. prevent_logout: yes
  441. // If skill fails by delay, should it display or not. (Note 1)
  442. display_delay_skill_fail: yes
  443. // Display Snatcher skill failures
  444. display_snatcher_skill_fail: yes
  445. // Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
  446. chat_warpportal: no
  447. // Can a monster be warped by a warp portal? (Note 1)
  448. mob_warpportal: no
  449. // Is a monster summoned via dead branch aggresive? (Note 1)
  450. dead_branch_active: yes
  451. // The highest value at which an item can be sold via the merchant vend skill. (in zeny)
  452. vending_max_value: 10000000
  453. // If someone loots, show name in party? (Note 1)
  454. show_steal_in_same_party: no
  455. // Allow upper class (Advanced 2nd Class)? (Note 1)
  456. // Just leave this at yes
  457. enable_upper_class: yes
  458. // Is a usual attack of a pet delivered withOUT an attribute? (Note 1)
  459. pet_attack_attr_none: no
  460. // Is a usual attack of a player delivered withOUT an attribute? (Note 1)
  461. pc_attack_attr_none: no
  462. // Is a usual attack of a monster delivered withOUT an attribute? (Note 1)
  463. mob_attack_attr_none: no
  464. // mob attacks againsts players wearing ghostring armor do full damage
  465. mob_ghostring_fix: yes
  466. // Does the Golden Thief Bug card only work during pvp?
  467. // no or 0 - gtb works all the time
  468. // 1 - 100 - percentage of magic damage reduced only during pvp (or gvg)
  469. gtb_pvp_only: no
  470. // How to count the number of the enemies who do an agi penalty...
  471. // 1 or less: It is a count altogether.
  472. // 2: Full evasion exclusion
  473. // 3: Full evasion and evasion exclusion
  474. // 4 or more: Except all.
  475. agi_penalty_count_lv: 2
  476. // How to count the number of the enemies who do a vit penalty
  477. // 1 or less: It is a count altogether.
  478. // 2: Full evasion exclusion
  479. // 3: Full evasion and evasion exclusion
  480. // Four or more: Except all.
  481. vit_penalty_count_lv: 3
  482. // Grandcross Settings (Dont mess with these)
  483. // Even if MOB (PC) has overlapped, it HIT(s) compulsion 3. (Default no)
  484. gx_allhit: no
  485. // The effect of the arms card of a damage %UP system is set also to GX at -L effect. (default no)
  486. gx_cardfix: no
  487. // The attribute affinity of GX is calculated doubly. (Default yes)
  488. gx_dupele: yes
  489. // Grandcross display type (Default 1)
  490. // 0: Yellow character
  491. // 1: White character
  492. gx_disptype: 1
  493. // Max Level Difference for Devotion
  494. devotion_level_difference: 10
  495. // If no than you can use the ensemble skills alone. (Note 1)
  496. player_skill_partner_check: yes
  497. // Is the character of a GM account set as the object of a display by @ command etc. or not?
  498. hide_GM_session: no
  499. // Skill unit movement processing method
  500. // 0 - Aegis system : Network load -> Heavier, Server load -> Lighter
  501. // 1 - Athena system : Network load -> Lighter, Server load -> Heavier
  502. unit_movement_type: 0
  503. // Are other requests accepted during [various things[party,guild]] a request or not?
  504. // It does not accept by no accepted by yes.
  505. invite_request_check: yes
  506. // Remove trap type
  507. // 0 - Aegis system : Returns 1 'Trap' item
  508. // 1 - Athena system : Allows the returned item and amount to be defined
  509. skill_removetrap_type: 0
  510. // Will display experience gained from killing a monster. (Note 1)
  511. disp_experience: no
  512. // Whether or not Marine Spheres and Floras summoned by Alchemist will drop items and give experience? (Note 1)
  513. alchemist_summon_reward: no
  514. // Maximum level (default 255). Requires that you have an experience table that supports more than 99 levels to go
  515. // any higher. It is left at 255 for default as to not cause problems for people who already have players at higher levels.
  516. // @lvup command will not go higher than this value, and therefor will not loop back around 0.
  517. maximum_level: 255
  518. // Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates, based on a percentage.
  519. // Example 1: Setting of 10 with 50 luk would add 5 to the drop rate. So say a card has a drop rate of 2, it would become 7.
  520. // Example 2 : Setting 100 with 99 luk would add 99 to the drop rate.
  521. drops_by_luk: 0
  522. // Do all monsters ignore GMs unless attacked? (Set to minimum level required for GMs not to be attacked,
  523. // setting must be higher than 0.)
  524. monsters_ignore_gm: 100
  525. // Turn equipment breaking on. (Note 1)
  526. // Turning this one will allow equipment to break in battles,
  527. // as well as some skills that have chance to break equipmen.
  528. equipment_breaking: no
  529. // Overall rate of which equipment can break. (Note 2) [100 = .01% chance to break equipment before penalties.]
  530. // Critical attacks will double chance to break equipment, and other skills (such as Power Thrust) will increase weapon breaking chance as well.
  531. // This does not effect Sage weapon enchantment failure chance.
  532. equipment_break_rate: 100
  533. // PK Server Mode. Turns entire server pvp(excluding towns). Experience loss is doubled if killed by another player.
  534. // When players hunt monsters over 20 levels higher, they will receive 15% additional exp., and 25% chance of receiving more items.
  535. // There is a nopvp.txt for setting up maps not to have pk on in this mode. Novices cannot be attacked and cannot attack.
  536. // Normal pvp counter and rank display are disabled as well.
  537. pk_mode: no
  538. // For PK Server Mode. Change this to define the minimum level players can start PK-ing
  539. pk_min_level: 55
  540. // Turn this on to allow a player to level up more than once from a kill. (Note 1)
  541. multi_level_up: no
  542. // Does using bow to do a backstab give a 50% damage penalty? (Note 1)
  543. backstab_bow_penalty: yes
  544. // Choose if server begin with night (yes) or day (no)
  545. night_at_start: no
  546. // Define duration in msec of the day (default: 7,200,000 = 2 hours)
  547. // Set to 0 to disable day cycle (but not @day GM command).
  548. // Except 0, minimum is 60000 (1 minute).
  549. day_duration: 7200000
  550. // Define duration in msec of the night (default: 1,800,000 = 30 min)
  551. // Set to 0 to disable night cycle (but not @night GM command).
  552. // Except 0, minimum is 60000 (1 minute).
  553. night_duration: 1800000
  554. // Set how dark it will become during night time
  555. // Range: 1-10, 0 for default (No changes)
  556. // Warning: might not work with old exe's! Also, currently daytime and @day
  557. // will not remove the night effect when this is set to 1 or above
  558. night_darkness_level: 0
  559. // Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
  560. // Will not display guardian or emperium hp.
  561. //
  562. // Still under testing (works but doesn't update)
  563. show_mob_hp: no
  564. // Ban people that try to use an other name of its name (spoof name).
  565. // Duration of the ban, in minutes (default: 5). Value from 0 to 32767
  566. // to disable the ban, set 0
  567. ban_spoof_namer: 5
  568. // Set here minimum level of a (online) GM that can receive all informations about any player that try to hack, spoof a name, etc.
  569. // Values are from 0 to 100.
  570. // 100: disable information
  571. // 0: send to any people, including normal players
  572. // default: 60, according to GM definition in atcommand_athena.conf
  573. hack_info_GM_level: 60
  574. // Set here the minimum GM level to disable the nowarp (from) and nowarpto (to) flags.
  575. // This option is mainly used in AT_commands (@memo, @warp, @charwarp, @go, etc...). All GM commands used to move or set a new map check nowarp and nowarpto flags.
  576. // default: 20 (first level after normal player or super'normal' player)
  577. any_warp_GM_min_level: 20
  578. // Set here which client version do you accept. Add all values of clients:
  579. // Clients older than accepted versions, and versions not set to 'accepted'
  580. // here will be rejected when logging in
  581. // 1: Clients older than 2004-09-06aSakray
  582. // 2: 2004-09-06aSakray client
  583. // 4: 2004-09-21aSakray Client
  584. // 8: 2004-10-18bSakexe Client
  585. // 16: 2004-10-25aSakexe Client
  586. // 32: 2004-11-01aSakexe Client
  587. // 64: 2004-12-06aSakexe Client
  588. // 128: 2005-01-10aSakexe Client
  589. // default value: 255 (all clients)
  590. packet_ver_flag: 255
  591. // Allow GMs to mute players or not?
  592. muting_players: no
  593. // Allow GM commands to be used when muted?
  594. allow_atcommand_when_mute: yes
  595. // Mail system - Only function in sql version
  596. mail_system: no
  597. // valid range of dye's and styles on the client
  598. min_hair_style: 0
  599. max_hair_style: 20
  600. min_hair_color: 0
  601. max_hair_color: 9
  602. min_cloth_color: 0
  603. max_cloth_color: 4
  604. // Visible area size (how many squares away from a player can they see)
  605. area_size: 14
  606. // Zeny from mobs
  607. zeny_from_mobs: no
  608. // Monsters level up (monster will level up each time a player is killed and they will grow stronger)
  609. mobs_level_up: no
  610. // Use kRO new steal formula?
  611. skill_steal_type: yes
  612. // Sometimes when using skills while walking it'll fail because of range being too
  613. // far, should we allow this to happen? (Setting this at 1 would be enough)
  614. skill_range_leniency: 1
  615. // Set this to 1 if your clients have langtype problems and can't display motd properly
  616. motd_type: 0
  617. // The minimum level for GMs' to drop items on the ground, use the Storage or
  618. // trade Items/Zeny?
  619. gm_can_drop_lv: 0
  620. // Allow GMs' to see the hp of every player?
  621. disp_hpmeter: no
  622. // Players' will drop a 'Bone' when killed?
  623. // 1 - Dropped only in PvP maps
  624. // 2 - Dropped in all situations
  625. // 0 - Disabled
  626. bone_drop: 0
  627. // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
  628. finding_ore_rate: 100
  629. import: conf/import/battle_conf.txt