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- // ______ __ __
- // /\ _ \/\ \__/\ \
- // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
- // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
- ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
- //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
- // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
- // _ _ _ _ _ _ _ _ _ _ _ _ _
- // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
- //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
- // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
- //
- //--------------------------------------------------------------
- // eAthena Battle Configuration File
- // Made in to plainer english by Ancyker
- //--------------------------------------------------------------
- //Note 1: Directives can be set using on/off, yes/no or 1/0.
- //Note 2: All rates are in percents, 100 would mean 100%, 200
- // would mean 200%, etc
- // Other Information:
- // 1000 miliseconds is 1 second.
- //--------------------------------------------------------------
- // Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1)
- warp_point_debug: no
- // When calculating critical, should we take in to account the enimies luck? (Note 1)
- enemy_critical: yes
- // Enemy's Critical Rate (Note 2)
- enemy_critical_rate: 100
- // Are enemy attacks effected by their strength? (Note 1)
- enemy_str: yes
- // Can enemies have perfect flee? (Note 1)
- enemy_perfect_flee: no
- // The rate of time it takes to cast a spell (Note 2, 0 = No casting time)
- casting_rate: 100
- // Delay time after casting (Note 2)
- delay_rate: 100
- // Is the delay time is dependent on the caster's DEX? (Note 1)
- // Note: On Official servers Dex does NOT affect delay time
- delay_dependon_dex: no
- // Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)
- // Note: Setting this to anything above 0 can stop speedhacks.
- min_skill_delay_limit: 100
- // At what dex does the cast time become zero (instacast)
- castrate_dex_scale: 150
- // Is 'Skills add a delay before you can attack' enabled? (Note 1)
- skill_delay_attack_enable: yes
- // Whether or not cards and attributes in the left hand are enabled (Note 1)
- left_cardfix_to_right: yes
- // Increase player's attack range (in cells)
- player_skill_add_range: 0
- // If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
- skill_out_range_consume: no
- // Increase Monsters attack range
- monster_skill_add_range: 0
- // If a player is attacked, will they have a delay in being able to move? (Note 1)
- // (Setting to no will be like always endure)
- player_damage_delay: yes
- // Damaged delay rate (Note 2)
- player_damage_delay_rate: 100
- // Is a player's defense NOT dependant on an enemies attack? (Note 1)
- defunit_not_enemy: yes
- // Are summoned monsters level greater then your base level? (I think this is for dead branches) (Note 1)
- random_monster_checklv: yes
- // The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
- atcommand_spawn_quantity_limit: 100
- // Does HP recover if hit by an attribute that's same as your own? (Note 1)
- attribute_recover: yes
- // If an item is droped, does it go stright into the users inventory? (Note 1)
- item_auto_get: no
- // How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
- flooritem_lifetime: 60000
- // How long before the first person who did the most damage to a monster can get the item? (in milliseconds)
- item_first_get_time: 3000
- // How long before the second person who did the second most damage to a monster can get the item? (in milliseconds)
- // (It Adds Time From The First Persons Time)
- // So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items
- item_second_get_time: 1000
- // How long before the third person who did the third most/least damage to a monster can get the item? (in milliseconds)
- // (It Adds Time From The First Persons Time And Second Persons Time)
- // So, It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items
- item_third_get_time: 1000
- // How long before the first person who did the most damage to a MVP can get the item? (in milliseconds)
- mvp_item_first_get_time: 10000
- // How long before the second person who did the second most damage to a MVP can get the item? (in milliseconds)
- // (It Adds Time From The First Persons Time)
- // So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items
- mvp_item_second_get_time: 10000
- // How long before the third person who did the third most/least damage to a MVP can get the item
- //(Note the Amount is in Milliseconds and It Adds Time From The First Persons Time And Second Persons Time)
- //So It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items
- mvp_item_third_get_time: 2000
- // Item drop rates (Note 2)
- // The rate the common items are droped (Items that are in the ETC tab, besides card)
- item_rate_common: 100
- item_drop_common_min: 1
- item_drop_common_max: 10000
- // The rate healing items are droped (items that restore HP or SP)
- item_rate_heal: 100
- item_drop_heal_min: 1
- item_drop_heal_max: 10000
- // The rate at which usable items (in the item tab) other then healing items are droped.
- item_rate_use: 100
- item_drop_use_min: 1
- item_drop_use_max: 10000
- // The rate at which equipment is droped.
- item_rate_equip: 100
- item_drop_equip_min: 1
- item_drop_equip_max: 10000
- // The rate at which cards are droped
- item_rate_card: 100
- item_drop_card_min: 1
- item_drop_card_max: 10000
- item_drop_mvp_min: 1
- item_drop_mvp_max: 10000
- //For fine tuning drop rates for all items
- //details = 0: Don't change anything (Default)
- // 1: Change drop ratios depending on current rates
- // 2: Change drop ratios depending on current rates, but not exceeding minimum
- // and maximum values
- // Example: details=3 rate_1=1000 min=20 If an item's drops is between 1/10000 -
- // 9/10000 it will become at least 1x1000%=10, which is still below 20,
- // so it'll be increase to 20/10000
- //
- item_rate_details: 0
- //
- //Drop rates 1-9
- item_rate_1: 100
- item_rate_1_min: 1
- item_rate_1_max: 9
- //
- //Drop rates 10-99
- item_rate_10: 100
- item_rate_10_min: 10
- item_rate_10_max: 99
- //
- //Drop rates 100-999
- item_rate_100: 100
- item_rate_100_min: 100
- item_rate_100_max: 999
- //
- //Drop rates 1000 and above
- item_rate_1000: 100
- item_rate_1000_min: 1000
- item_rate_1000_max: 10000
- // Can the monster's drop rate become 0? (Note 1)
- drop_rate0item: yes
- // Rate at which exp. is given. (Note 2)
- base_exp_rate: 100
- // Rate at which job exp. is given. (Note 2)
- job_exp_rate: 100
- // Players' maximum HP rate? (Default is 100)
- hp_rate: 100
- // Players' maximum SP rate? (Default is 100)
- sp_rate: 100
- // PVP exp. Do players get exp in PvP maps
- // (Note: NOT exp from players, but from normal leveling)
- pvp_exp: yes
- // When a player dies, how should we penalize them?
- // 0 = No penalty.
- // 1 = Lose % of current level when killed.
- // 2 = Lose % of total experience when killed.
- death_penalty_type: 1
- // Base exp. penalty rate (Each 100 is 1% of their exp)
- death_penalty_base: 100
- // Job exp. penalty rate (Each 100 is 1% of their exp)
- death_penalty_job: 100
- // When a player dies, how much zeny should we penalize them with?
- zeny_penalty: 0
- // The amount of HP a player will respawn with, 0 is default.
- // (Unit is in percentage of total HP, 100 is full heal of HP, 0 is respawn with 1HP total.)
- restart_hp_rate: 0
- // The amount of SP a player will respawn with, 0 is default.
- // (Unit is in percentage of total SP, 100 is full heal of SP, 0 is respawn with 1SP total.)
- restart_sp_rate: 0
- // [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
- mvp_hp_rate: 100
- // [MVP] Item drop rate, that is, the overall drop rate for items droped by an MVP. (Note 2)
- mvp_item_rate: 100
- // [MVP] Exp. rate. (Note 2)
- mvp_exp_rate: 100
- // The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
- monster_hp_rate: 100
- // The maximum attack speed of a monster
- monster_max_aspd: 199
- // (@) GM Commands available only to GM's? (Note 1)
- // set to 'No', Normal players (gm level 0) can use GM commands _IF_ you set the command level to 0.
- // set to 'Yes', Normal players (gm level 0) can never use a GM command even if you set the command level to 0.
- atcommand_gm_only: no
- // [GM] Can use all skills? (No or mimimum GM level)
- gm_all_skill: no
- // [GM] Can use all abracadabra skills? (No minimum GM level)
- gm_all_skill_add_abra: no
- // [GM] Can equip anything? (No or minimum GM level, can cause client errors.)
- gm_all_equipment: no
- // [GM] Can use skills without meeting the required conditions (no
- // blue gems? no problem
- gm_skill_unconditional: no
- // Can a normal player by-pass the skill tree? (Note 1)
- player_skillfree: no
- // When doing a skill reset, whether the skill's restriction is to be ignored or not. (Note 1)
- player_skillup_limit: no
- // Forging success rate. (Note 2)
- weapon_produce_rate: 100
- // Prepare Potion success rate. (Note 2)
- potion_produce_rate: 100
- // Allow monsters to be aggresive and attack first? (Note 1)
- monster_active_enable: yes
- // Monster damage delay rate (Note 1)
- monster_damage_delay_rate: 100
- // Looting monster actions.
- // 0 = Monster will consume the item.
- // 1 = Monster will not consume the item.
- monster_loot_type: 0
- // Enable monster skills? (Note 1)
- mob_skill_use: yes
- // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
- mob_count_rate: 100
- // Quest skills can be learned? (Note 1)
- // Setting this to yes can open an exploit on your server!
- quest_skill_learn: no
- // When skills are reset, quest skills are reset as well? (Note 1)
- // Setting this to yes can open an exploit on your server!
- quest_skill_reset: no
- // You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1)
- basic_skill_check: yes
- // When making a guild, an Emperium is consumed? (Note 1)
- guild_emperium_check: yes
- // Maximum tax limit on a guild member.
- guild_exp_limit: 50
- // Maximum castles one guild can own (0 - unlimited)
- guild_max_castles: 0
- // When teleporting, or spawning to a map, how long before a monster sees you if you don't move? (time is in milliseconds)
- // That is, when you go to a map and don't move, how long before the monsters will notice you.
- // If you attack a monster, it will attack you back regaurdless of this setting. (I think)
- player_invincible_time: 5000
- // [PET] Rate for catching pets (Note 2)
- pet_catch_rate: 100
- // [PET] Can you name a pet more then once? (Note 1)
- pet_rename: no
- // [PET] The rate a pet will get friendly by feeding it. (Note 2)
- pet_friendly_rate: 100
- // [PET] The rate at which a pet will become hungry. (Note 2)
- pet_hungry_delay_rate: 100
- // [PET] If your pet is hungry by how much will the friendlyness decrease by. (Default is 5)
- // Note: The friendlyness is 0-1000 total, at 0 the pet runs away.
- pet_hungry_friendly_decrease: 5
- // [PET] Does Pet's Attack Damage Based On Str (Note 1)
- pet_str: yes
- // [PET] Whether or not the pet's will use skills. (Note 1)
- pet_status_support: yes
- // [PET] Does the pet need its equipment before it does its skill? (Note 1)
- pet_equip_required: yes
- // [PET] Will all pets attack? (Note 1)
- // Do NOT use this with pet skills!
- pet_attack_support: no
- // [PET] When the master receives damage from the monster, whether or not the pet attacks back.
- pet_damage_support: no
- // [PET] Rate at which a pet will support it's owner in battle. (Note 2)
- pet_support_rate: 100
- // [PET] Does the pets owner receive exp from the pets damage?
- pet_attack_exp_to_master: no
- // [PET] The rate exp. is gained from the pet attacking monsters
- pet_attack_exp_rate: 100
- // Will there be a minimum skill dmg even if there is a miss?
- skill_min_damage: no
- // Which finger offensive style can be used?
- // 0 = Aegis style
- // 1 = Athena style
- finger_offensive_type: 0
- // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
- // The balance of the exp. rate is best used with 5 to 10)
- heal_exp: 0
- // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
- // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
- resurrection_exp: 0
- // The rate of job exp. when using discount and overcharge on an NPC (100 is normal, 200 is double.)
- // The way it is calculated is (money recieved * skill lv) * shop_exp / 100.
- shop_exp: 0
- // The delay rate of monk's combo (Note 2)
- combo_delay_rate: 100
- // Item check? (Note 1)
- // When logged in or moving in map if the item the player is holding isn't correct there will be a check.
- item_check: no
- // Will tuxedo and wedding dresses be shown when worn? (Note 1)
- wedding_modifydisplay: yes
- // The time interval for HP to restore naturally. (in milliseconds)
- natural_healhp_interval: 6000
- // The time interval for SP to restore naturally. (in milliseconds)
- natural_healsp_interval: 8000
- // Automatic healing skill's time interval. (in milliseconds)
- natural_heal_skill_interval: 10000
- // The maximum weight for a character to carry when the character stops healing naturally. (in %)
- natural_heal_weight_rate: 50
- // You can turn the following 5 settings off if you don't need them,
- // or if you're experiencing problems with GRF loading
- //
- // Override item names from GRF file? (Note 1)
- item_name_override_grffile: no
- //
- // Override item equip positions from GRF file? (Note 1)
- item_equip_override_grffile: no
- //
- // Override item slots from GRF file? (Note 1)
- item_slots_override_grffile: no
- //
- // Override 'indoors' mapflags from GRF file? (Note 1)
- indoors_override_grffile: no
- //
- // Override SP used per level from GRF file? (Note 1)
- // Turn this off if you have a customised skill_require_db.txt
- skill_sp_override_grffile: no
- //
- // Read card illustrations from GRF file? (Note 1)
- cardillust_read_grffile: yes
- // Are arrows are consumed when used on a bow? (Note 1)
- arrow_decrement: yes
- // Maximum atk speed. (Default is 190)
- max_aspd: 190
- // Maximum HP. (Default is 32500)
- max_hp: 32500
- // Maximum SP. (Default is 32500)
- max_sp: 32500
- // Maximum user LV to send to client
- // (Default is 99.. Never go above 127)
- //
- // this is only useful if you have adjusted your client
- // to expect levels higher then 99
- max_lv: 99
- // Max limit of char stats. (agi, str, etc.)
- max_parameter: 99
- // Max weight carts can hold.
- max_cart_weight: 8000
- // Display player skill errors in console? (for debug only) (default: off) (Note 1)
- player_skill_log: off
- // Display monster skill errors in console? (for debug only) (default: off) (Note 1)
- monster_skill_log: off
- // Display battle log? (for debug only) (default: off) (Note 1)
- battle_log: off
- // Display save log? (for debug only) (default: off) (Note 1)
- save_log: off
- // Display errors? (for debug only) (default: off) (Note 1)
- error_log: off
- // Display other stuff? (for debug only) (default: off) (Note 1)
- etc_log: off
- // Save Clothes color. (This will degrade performance [in txt?]) (Note 1)
- save_clothcolor: yes
- // Undead type differeniate.
- // 0 = element undead
- // 1 = race undead
- // 2 = both
- undead_detect_type: 2
- // Operational mode of automatic counter.
- // 0 = disregard DEF and HIT+20 . CRI*2, 1 = 100% critical
- // Players
- player_auto_counter_type: 0
- // Monsters
- monster_auto_counter_type: 0
- // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
- // 0 = no penalty is applied
- // 1 = agi_penalty_num is reduced from FLEE as a %
- // 2 = agi_penalty_num is reduced from FLEE as an exact amount
- agi_penalty_type: 1
- // Amount of enemies required to be targetting player before FLEE begins to be penalized
- agi_penalty_count: 3
- // Amount of FLEE penalized per each attacking monster more than agi_penalty_count
- agi_penalty_num: 10
- // Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player
- // 0 = no penalty is applied
- // 1 = vit_penalty_num is reduced from FLEE as a %
- // 2 = vit_penalty_num is reduced from FLEE as an exact amount
- vit_penalty_type: 1
- // Amount of enemies required to be targetting player before VIT defense begins to be penalized
- vit_penalty_count: 3
- // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
- vit_penalty_num: 5
- // When the player attacks an object, the calculation method of DEF.
- // With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
- player_defense_type: 0
- // When the monster attacks an object, the calculation method of DEF.
- // With 0 this will be ignored, at 1 or more def = subtraction of (DEF* value).
- monster_defense_type: 0
- // When the pet attacks an object, the calculation method of DEF.
- // With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
- pet_defense_type: 0
- //MDEF‚same as above....(MDEF*value)
- magic_defense_type: 0
- // Whether or not, ground skills of the players' will stack. (Note 1)
- player_skill_reiteration: no
- //Whether or not, ground skills of the monsters' will pile up. (Note 1)
- monster_skill_reiteration: no
- // Whether or not players can cast ground based skills of a certain type such as traps
- // straight onto other players/monsters. (Note 1)
- player_skill_nofootset: yes
- // Whether or not monsters can cast ground based skills of a certain type such as traps
- // straight onto players. (Note 1)
- monster_skill_nofootset: yes
- // When a player is cloaking, Whether the wall is checked or not. (Note 1)
- // Note: When set to no players can always cloak away from walls and move around
- // freely even if the skill level is below 3.
- player_cloak_check_type: yes
- // When a monster is cloaking, Whether the wall is checked or not. (Note 1)
- monster_cloak_check_type: no
- // Damage adjustments for WOE battles against defending Guild monsters (Note 2)
- castle_defense_rate: 100
- // Melee damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
- gvg_short_attack_damage_rate: 100
- // Ranged damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
- gvg_long_attack_damage_rate: 60
- // Magic damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
- gvg_magic_attack_damage_rate: 50
- // Misc damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
- gvg_misc_attack_damage_rate: 60
- // When the empelium is broken with WoE mode on, How Long Before The Declaration Of Castle Owner
- // and Removal of Monsters/Players from Castle. (in milliseconds)
- gvg_eliminate_time: 7000
- // Whether or not skill is used vis-a-vis the user at the time of MOB skill motion of condition skillused. (Note 1)
- // Not sure what this means, something about monsters changing target?
- mob_changetarget_byskill: no
- // Player's Direction Changed When Attacking? (Note 1)
- player_attack_direction_change: yes
- // Monsters's Direction Changed When Attacking? (Note 1)
- monster_attack_direction_change: yes
- // Will Player Skills Stay Within Land Limit or not? (Note 1)
- player_land_skill_limit: yes
- // Will Monster Skills Stay Within Land Limit or not? (Note 1)
- monster_land_skill_limit: yes
- // If a party uses a skill with penalties do they apply? (Note 1)
- party_skill_penalty: yes
- // If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
- monster_class_change_full_recover: no
- // Do produced items have the maker's name on them? (Note 1)
- produce_item_name_input: yes
- // Do produced potions have the maker's name on them? (Note 1)
- produce_potion_name_input: yes
- // Do crafted arrows have the maker's name on them? (Note 1)
- making_arrow_name_input: yes
- // Does created holy water have the maker's name on it? (Note 1)
- holywater_name_input: yes
- // Stop logout for 10 seconds after a hit? (Note 1)
- prevent_logout: yes
- // If skill fails by delay, should it display or not. (Note 1)
- display_delay_skill_fail: yes
- // Display Snatcher skill failures
- display_snatcher_skill_fail: yes
- // Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
- chat_warpportal: no
- // Can a monster be warped by a warp portal? (Note 1)
- mob_warpportal: no
- // Is a monster summoned via dead branch aggresive? (Note 1)
- dead_branch_active: yes
- // The highest value at which an item can be sold via the merchant vend skill. (in zeny)
- vending_max_value: 10000000
- // If someone loots, show name in party? (Note 1)
- show_steal_in_same_party: no
- // Allow upper class (Advanced 2nd Class)? (Note 1)
- // Just leave this at yes
- enable_upper_class: yes
- // Is a usual attack of a pet delivered withOUT an attribute? (Note 1)
- pet_attack_attr_none: no
- // Is a usual attack of a player delivered withOUT an attribute? (Note 1)
- pc_attack_attr_none: no
- // Is a usual attack of a monster delivered withOUT an attribute? (Note 1)
- mob_attack_attr_none: no
- // mob attacks againsts players wearing ghostring armor do full damage
- mob_ghostring_fix: yes
- // Does the Golden Thief Bug card only work during pvp?
- // no or 0 - gtb works all the time
- // 1 - 100 - percentage of magic damage reduced only during pvp (or gvg)
- gtb_pvp_only: no
- // How to count the number of the enemies who do an agi penalty...
- // 1 or less: It is a count altogether.
- // 2: Full evasion exclusion
- // 3: Full evasion and evasion exclusion
- // 4 or more: Except all.
- agi_penalty_count_lv: 2
- // How to count the number of the enemies who do a vit penalty
- // 1 or less: It is a count altogether.
- // 2: Full evasion exclusion
- // 3: Full evasion and evasion exclusion
- // Four or more: Except all.
- vit_penalty_count_lv: 3
- // Grandcross Settings (Dont mess with these)
- // Even if MOB (PC) has overlapped, it HIT(s) compulsion 3. (Default no)
- gx_allhit: no
- // The effect of the arms card of a damage %UP system is set also to GX at -L effect. (default no)
- gx_cardfix: no
- // The attribute affinity of GX is calculated doubly. (Default yes)
- gx_dupele: yes
- // Grandcross display type (Default 1)
- // 0: Yellow character
- // 1: White character
- gx_disptype: 1
- // Max Level Difference for Devotion
- devotion_level_difference: 10
- // If no than you can use the ensemble skills alone. (Note 1)
- player_skill_partner_check: yes
- // Is the character of a GM account set as the object of a display by @ command etc. or not?
- hide_GM_session: no
- // Skill unit movement processing method
- // 0 - Aegis system : Network load -> Heavier, Server load -> Lighter
- // 1 - Athena system : Network load -> Lighter, Server load -> Heavier
- unit_movement_type: 0
- // Are other requests accepted during [various things[party,guild]] a request or not?
- // It does not accept by no accepted by yes.
- invite_request_check: yes
- // Remove trap type
- // 0 - Aegis system : Returns 1 'Trap' item
- // 1 - Athena system : Allows the returned item and amount to be defined
- skill_removetrap_type: 0
- // Will display experience gained from killing a monster. (Note 1)
- disp_experience: no
- // Whether or not Marine Spheres and Floras summoned by Alchemist will drop items and give experience? (Note 1)
- alchemist_summon_reward: no
- // Maximum level (default 255). Requires that you have an experience table that supports more than 99 levels to go
- // any higher. It is left at 255 for default as to not cause problems for people who already have players at higher levels.
- // @lvup command will not go higher than this value, and therefor will not loop back around 0.
- maximum_level: 255
- // Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates, based on a percentage.
- // 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.
- // Example 2 : Setting 100 with 99 luk would add 99 to the drop rate.
- drops_by_luk: 0
- // Do all monsters ignore GMs unless attacked? (Set to minimum level required for GMs not to be attacked,
- // setting must be higher than 0.)
- monsters_ignore_gm: 100
- // Turn equipment breaking on. (Note 1)
- // Turning this one will allow equipment to break in battles,
- // as well as some skills that have chance to break equipmen.
- equipment_breaking: no
- // Overall rate of which equipment can break. (Note 2) [100 = .01% chance to break equipment before penalties.]
- // Critical attacks will double chance to break equipment, and other skills (such as Power Thrust) will increase weapon breaking chance as well.
- // This does not effect Sage weapon enchantment failure chance.
- equipment_break_rate: 100
- // PK Server Mode. Turns entire server pvp(excluding towns). Experience loss is doubled if killed by another player.
- // When players hunt monsters over 20 levels higher, they will receive 15% additional exp., and 25% chance of receiving more items.
- // There is a nopvp.txt for setting up maps not to have pk on in this mode. Novices cannot be attacked and cannot attack.
- // Normal pvp counter and rank display are disabled as well.
- pk_mode: no
- // For PK Server Mode. Change this to define the minimum level players can start PK-ing
- pk_min_level: 55
- // Turn this on to allow a player to level up more than once from a kill. (Note 1)
- multi_level_up: no
- // Does using bow to do a backstab give a 50% damage penalty? (Note 1)
- backstab_bow_penalty: yes
- // Choose if server begin with night (yes) or day (no)
- night_at_start: no
- // Define duration in msec of the day (default: 7,200,000 = 2 hours)
- // Set to 0 to disable day cycle (but not @day GM command).
- // Except 0, minimum is 60000 (1 minute).
- day_duration: 7200000
- // Define duration in msec of the night (default: 1,800,000 = 30 min)
- // Set to 0 to disable night cycle (but not @night GM command).
- // Except 0, minimum is 60000 (1 minute).
- night_duration: 1800000
- // Set how dark it will become during night time
- // Range: 1-10, 0 for default (No changes)
- // Warning: might not work with old exe's! Also, currently daytime and @day
- // will not remove the night effect when this is set to 1 or above
- night_darkness_level: 0
- // Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
- // Will not display guardian or emperium hp.
- //
- // Still under testing (works but doesn't update)
- show_mob_hp: no
- // Ban people that try to use an other name of its name (spoof name).
- // Duration of the ban, in minutes (default: 5). Value from 0 to 32767
- // to disable the ban, set 0
- ban_spoof_namer: 5
- // Set here minimum level of a (online) GM that can receive all informations about any player that try to hack, spoof a name, etc.
- // Values are from 0 to 100.
- // 100: disable information
- // 0: send to any people, including normal players
- // default: 60, according to GM definition in atcommand_athena.conf
- hack_info_GM_level: 60
- // Set here the minimum GM level to disable the nowarp (from) and nowarpto (to) flags.
- // 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.
- // default: 20 (first level after normal player or super'normal' player)
- any_warp_GM_min_level: 20
- // Set here which client version do you accept. Add all values of clients:
- // Clients older than accepted versions, and versions not set to 'accepted'
- // here will be rejected when logging in
- // 1: Clients older than 2004-09-06aSakray
- // 2: 2004-09-06aSakray client
- // 4: 2004-09-21aSakray Client
- // 8: 2004-10-18bSakexe Client
- // 16: 2004-10-25aSakexe Client
- // 32: 2004-11-01aSakexe Client
- // 64: 2004-12-06aSakexe Client
- // 128: 2005-01-10aSakexe Client
- // default value: 255 (all clients)
- packet_ver_flag: 255
- // Allow GMs to mute players or not?
- muting_players: no
- // Allow GM commands to be used when muted?
- allow_atcommand_when_mute: yes
- // Mail system - Only function in sql version
- mail_system: no
- // valid range of dye's and styles on the client
- min_hair_style: 0
- max_hair_style: 20
- min_hair_color: 0
- max_hair_color: 9
- min_cloth_color: 0
- max_cloth_color: 4
- // Visible area size (how many squares away from a player can they see)
- area_size: 14
- // Zeny from mobs
- zeny_from_mobs: no
- // Monsters level up (monster will level up each time a player is killed and they will grow stronger)
- mobs_level_up: no
- // Use kRO new steal formula?
- skill_steal_type: yes
- // Sometimes when using skills while walking it'll fail because of range being too
- // far, should we allow this to happen? (Setting this at 1 would be enough)
- skill_range_leniency: 1
- // Set this to 1 if your clients have langtype problems and can't display motd properly
- motd_type: 0
- // The minimum level for GMs' to drop items on the ground, use the Storage or
- // trade Items/Zeny?
- gm_can_drop_lv: 0
- // Allow GMs' to see the hp of every player?
- disp_hpmeter: no
- // Players' will drop a 'Bone' when killed?
- // 1 - Dropped only in PvP maps
- // 2 - Dropped in all situations
- // 0 - Disabled
- bone_drop: 0
- // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
- finding_ore_rate: 100
- import: conf/import/battle_conf.txt
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