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//--------------------------------------------------------------
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// rAthena Battle Configuration File
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// Originally Translated by Peter Kieser <pfak@telus.net>
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// Made in to plainer English by Ancyker
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//--------------------------------------------------------------
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// Note 1: Value is a config switch (on/off, yes/no or 1/0)
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// Note 2: Value is in percents (100 means 100%)
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// Note 3: Value is a bit field. If no description is given,
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// assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary, 128: NPC, 512: Elemental)
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//--------------------------------------------------------------
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// Who should have a baseatk value (makes str affect damage)? (Note 3)
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enable_baseatk: 0x9
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enable_baseatk_renewal: 0x29F
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// Who can have perfect flee? (Note 3)
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enable_perfect_flee: 1
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// Who can have critical attacks? (Note 3)
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// (Note that there are some skills that always do critical hit regardless of this)
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enable_critical: 17
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// Critical adjustment rate for non-players (Note 2)
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mob_critical_rate: 100
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critical_rate: 100
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// Should normal attacks give you a walk delay? (Note 3)
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// If no, characters can move as soon as they start an attack (attack animation
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// or walk animation may be omitted client-side, causing cropped attacks or
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// monsters that teleport to you)
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// Otherwise, the delay is equal to the 'attack animation' (amotion)
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attack_walk_delay: 15
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// Move-delay adjustment after being hit. (Note 2)
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// The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
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// NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
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pc_damage_walk_delay_rate: 20
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damage_walk_delay_rate: 100
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// Move-delay adjustment for multi-hitting attacks.
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// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
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// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
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// 80 is the setting that feels like Aegis (vs Sonic Blows)
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// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
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multihit_delay: 80
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// Damaged delay rate for players (Note 2)
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// (Setting to no/0 will be like always endure)
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player_damage_delay_rate: 100
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// Should race or element be used to consider someone undead?
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// 0 = element undead
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// 1 = race undead
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// 2 = both (either one works)
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undead_detect_type: 0
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// Does HP recover if hit by an attribute that's same as your own? (Note 1)
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attribute_recover: no
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// What is the minimum and maximum hitrate of normal attacks?
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min_hitrate: 5
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max_hitrate: 100
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// Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
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// 0 = no penalty is applied
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// 1 = agi_penalty_num is reduced from FLEE as a %
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// 2 = agi_penalty_num is reduced from FLEE as an exact amount
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agi_penalty_type: 1
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// When agi penalty is enabled, to whom it should apply to? (Note 3)
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// By default, only players get the penalty.
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agi_penalty_target: 1
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// Amount of enemies required to be targetting player before FLEE begins to be penalized
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agi_penalty_count: 3
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// Amount of FLEE penalized per each attacking monster more than agi_penalty_count
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agi_penalty_num: 10
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// Type of penalty that is applied to both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
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// 0 = no penalty is applied
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// 1 = vit_penalty_num is reduced from DEF as a %
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// 2 = vit_penalty_num is reduced from DEF as an exact amount
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vit_penalty_type: 1
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// When vit penalty is enabled, to whom it should apply to? (Note 3)
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// By default, only players get the penalty.
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vit_penalty_target: 1
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// Amount of enemies required to be targetting player before defense begins to be penalized
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vit_penalty_count: 3
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// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
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vit_penalty_num: 5
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// Use alternate method of DEF calculation for physical attacks.
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// With 0, disabled (use normal def% reduction with further def2 reduction)
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// At 1 or more defense is subtraction of (DEF * value).
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// eg: 10 + 50 def becomes 0 + (10*type + 50)
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weapon_defense_type: 0
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// MDEF‚ same as above. (MDEF * value)
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magic_defense_type: 0
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// Change attacker's direction to face opponent on every attack? (Note 3)
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// NOTE: On official servers knockback of some skills like Firewall is always based on the
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// last direction walked. Even when attacking in a completely different direction, the
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// knockback direction won't change, so e.g. if you walk north and then attack an enemy to
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// the south you will still be knocked back to the south by Firewall. Immobile monsters
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// will always be knocked back to the south as their default direction is north.
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attack_direction_change: 0
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// For those who is set, their innate attack element is "not elemental"
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// (100% versus on all defense-elements) (Note 3)
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// NOTE: This is the setting that makes it so non-players can hit for full
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// damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
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attack_attr_none: 14
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// Rate at which equipment can break (base rate before it's modified by any skills)
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// 1 = 0.01% chance. Default for official servers: 0
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equip_natural_break_rate: 0
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// Overall rate of which your own equipment can break. (Note 2)
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// This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
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// (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
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// weapon will be broken.
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equip_self_break_rate: 100
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// Overall rate at which you can break target's equipment. (Note 2)
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// This affects the behaviour of skills like acid terror and meltdown
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equip_skill_break_rate: 100
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// Should damage have a delay before it is applied? (Note 1)
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// Some skills might not have a delay by default regardless of this setting.
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// The official setting is yes, even thought it degrades performance a bit.
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delay_battle_damage: yes
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// Should the damage timing be synchronized between the client and server? (Note 1)
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// This is not official behavior, but it should remove the position lag after being hit by a monster.
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// This setting only affects normal monster attacks and takes priority over "delay_battle_damage".
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// Many skills show their damage immediately, so setting "delay_battle_damage" to "no" at the same
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// time might improve the experience further, but will not work for all skills.
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// Tired of Dark Illusion hitting you 5 seconds too late? Then turn this on.
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synchronize_damage: no
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// Are arrows/ammo consumed when used on a bow/gun?
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// 0 = No
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// 1 = Yes
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// 2 = Yes even for skills that do not specify arrow consumption when said
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// skill is weapon-based and used with ranged weapons (auto-guesses which
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// skills should consume ammo when it's acquired via a card or plagiarize)
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arrow_decrement: 1
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// Should ammo be unequipped when unequipping a weapon?
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// Official behavior is "yes".
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ammo_unequip: yes
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// Should a suitable weapon be equipped when equipping ammo?
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// Official behavior is "yes".
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ammo_check_weapon: yes
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// Should the item script bonus 'Autospell' check for range/obstacles before casting?
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// Official behavior is "no", setting this to "yes" will make skills use their defined
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// range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
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// This setting also affects autospellwhenhit.
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autospell_check_range: no
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// If both the attacker and the target are on the same tile, should the target be knocked back to the left?
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// Official behavior is "yes", setting this to "no" will knock the target back behind the attacker.
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knockback_left: yes
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// Can players use Falcons and Wargs at the same time? (Note 1)
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// This is not allowed on official servers.
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warg_can_falcon: no
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// Should the target be able of dodging damage by snapping away to the edge of the screen?
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// Official behavior is "no"
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snap_dodge: no
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// Grant player skills/items the ability to "break" non-player equipment. (Note 1)
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// This will effectively apply the strip equip effect to the non-player target.
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// NOTE: WS_MELTDOWN is exempt from this check when disabled.
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// Official: no
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break_mob_equip: no
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