//-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // Note 2: Value is in percents (100 means 100%) // Note 3: Value is a bit field. If no description is given, // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary) //-------------------------------------------------------------- // 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 // Does the delay time depend on the caster's DEX and/or AGI? (Note 1) // Note: On Official servers, neither Dex nor Agi affect delay time delay_dependon_dex: no delay_dependon_agi: no // Minimum allowed delay for ANY skills after castbegin (in milliseconds) (Note 1) // Note: Setting this to anything above 0 can stop speedhacks. min_skill_delay_limit: 100 // This delay is the min 'can't walk delay' of all skills. // NOTE: Do not set this too low, if a character starts moving too soon after // doing a skill, the client will not update this, and the player will appear // to "teleport" afterwards. Monsters use AttackMotion instead. default_walk_delay: 300 // Completely disable skill delay of the following types (Note 3) // NOTE: By default mobs don't have the skill delay as specified in the skill // database, but follow their own 'reuse' skill delay which is specified on // the mob skill db. When set, the delay for all skills become // min_skill_delay_limit. no_skill_delay: 2 // At what dex does the cast time become zero (instacast)? castrate_dex_scale: 150 // How much (dex*2+int) does variable cast turns zero? vcast_stat_scale: 530 // On official servers, amotion delay is applied at castbegin. There is no amotion delay applied // at castend. Set this to anything above 0 to also apply amotion delay at castend. (Note 2) // NOTE: Setting this will break chaining of skills with cast time but no aftercast delay. // The client-sided delays are different from skill to skill and usually range from 140 to 180. // If you want to be secure, a value between 90 and 140 is recommended. skill_amotion_leniency: 0 // Will normal attacks be able to ignore the delay after skills? (Note 1) skill_delay_attack_enable: yes // Range added to skills after their cast time finishes. // Decides how far away the target can walk away after the skill began casting before the skill fails. // 0 disables this range checking (default) 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 // Does the distance between caster and target define if the skill is a ranged skill? (Note 3) // 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. // If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged). // Default 14 (mobs + pets + homun) skillrange_by_distance: 14 // Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3) // NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used. // Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400. skillrange_from_weapon: 0 // Should a check on the caster's status be performed in all skill attacks? // When set to yes, meteors, storm gust and any other ground skills will have // no effect while the caster is unable to fight (eg: stunned). skill_caster_check: yes // Should ground placed skills be removed as soon as the caster dies? (Note 3) clear_skills_on_death: 0 // Should ground placed skills be removed when the caster changes maps? (Note 3) clear_skills_on_warp: 15 //Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies" //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) //See db/(pre-)re/skill_db.yml for more info. defunit_not_enemy: no // Should skills always do at least 'hits' damage when they don't miss/are blocked? // Many skills will have their damage multiplied by their number of hits (see skill_db), these will always deal 1 HP // damage per hit, even against plants. But some skills are actually a single hit that is just displayed as multiple // hits. For these skills, damage gets divided by number of hits and rounded down. That means that plants won't take // any damage from them. Examples: Sonic Blow, Lord of Vermillion // With this setting, you can change the official behavior and make these skills deal at least 1 HP damage per hit. // Values: 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks. skill_min_damage: 0 // The delay rate of monk's combo (Note 2) combo_delay_rate: 100 // Use alternate auto Counter Attack Skill Type? (Note 3) // For those characters on which it is set, 100% Critical, // Otherwise it disregard DEF and HIT+20, CRI*2 auto_counter_type: 15 // Can ground skills be placed on top of each other? (Note 3) // By default, skills with UF_NOREITERATION set cannot be stacked on top of // other skills, this setting will override that. skill_reiteration: 0 // Can ground skills NOT be placed underneath/near players/monsters? (Note 3) // If set, only skills with UF_NOFOOTSET set will be affected. skill_nofootset: 1 // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3) // Default on official servers: 1 (for players) gvg_traps_target_all: 1 // Traps visibility setting (trap with UF_HIDDEN_TRAP flag): // 0 = Always visible // 1 = Enable invisibility in versus maps (GVG/PVP/BG) // 2 = Enable invisibility in all maps // Default on official servers: 0 for Pre-renewal, 2 for Renewal //traps_setting: 0 // Restrictions applied to the Alchemist's Summon Flora skill (add as necessary) // 1: Enable players to damage the floras outside of versus grounds. // 2: Disable having different types out at the same time // (eg: forbid summoning anything except hydras when there's already // one hydra out) summon_flora_setting: 3 // Whether placed down skills will check walls (Note 1) // (ex. Storm Gust cast against a wall will not hit the other side.) skill_wall_check: yes // When cloaking, Whether the wall is checked or not. (Note 1) // Note: When the skill does not checks for walls, you will always be considered // as if you had a wall-next to you (you always get the wall-based speed). // Add the settings as required, being hit always uncloaks you. // // 0 = doesn't check for walls // 1 = Check for walls // 2 = Cloaking is not cancelled when attacking. // 4 = Cloaking is not cancelled when using skills player_cloak_check_type: 1 monster_cloak_check_type: 4 // Can't place unlimited land skills at the same time (Note 3) land_skill_limit: 9 //Determines which kind of skill-failed messages should be sent: // 1 - Disable all skill-failed messages. // 2 - Disable skill-failed messages due to can-act delays. // 4 - Disable failed message from Snatcher // 8 - Disable failed message from Envenom display_skill_fail: 2 // Can a player in chat room (in-game), be warped by a warp portal? (Note 1) chat_warpportal: no // What should the wizard's "Sense" skill display on the defense fields? // 0: Do not show defense // 1: Base defense [RE default] // 2: Vit/Int defense // 3: Both (the addition of both) sense_type: 1 // Which finger offensive style will be used? // 0 = Aegis style (single multi-hit attack) // 1 = Athena style (multiple consecutive attacks) finger_offensive_type: 0 // Grandcross Settings (Don't mess with these) // Officially, Grand Cross has four damage waves, but each cell will stop // dealing damage on the next wave after it already dealt at least 3 hits. // A moving monster can take up to 4 hits, while a stack of monsters may only // take 1-3 hits. // Set this to yes if you want all waves to deal damage to all targets. // Hint: If you want to reduce the number of waves, you need to reduce the // duration of the skill (e.g. to 800ms for three damage waves). gx_allhit: no // Grandcross display type (Default 1) // 0: Yellow character // 1: White character gx_disptype: 1 // Max Level Difference for Devotion devotion_level_difference: 10 // Using 'old' behavior for devotion vs reflect damage? (Note 2) // Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devote the reflected damage), // when player with devotion attacks player with reflect damage ability (item bonus or skill), // the damage will be taken by the person who provides devotion instead the attacker. devotion_rdamage: 0 // Officially, reflecting shield (SC_REFLECTDAMAGE) reflects physical damage by skill or normal attack. // But if the target is being devoted, it ONLY reflects the damage for melee skill. (Note 1) devotion_rdamage_skill_only: yes // On AEGIS there is a bug when the player who is under devotion is sitting and getting hit. // The player stands up on client side, but will still remain sitting on server side. // Because of this the player will not be able to walk anymore, until the player sat down/stood up again or used @refresh. // You can read more about it on https://github.com/rathena/rathena/issues/1927 // Default: yes (because it is a recommended bug fix from our side) // Official: no devotion_standup_fix: yes // If no than you can use the ensemble skills alone. (Note 1) player_skill_partner_check: yes // Remove trap type // 0 = Aegis system : Returns 1 'Trap' item // 1 = Athena system : Returns all items used to deploy the trap skill_removetrap_type: 0 // Does using bow to do a backstab give a 50% damage penalty? (Note 1) backstab_bow_penalty: yes // How many times you could try to steal from a mob. // Note: It helps to avoid stealing exploit on monsters with few rare items // Use 0 to disable (max allowed value is 255) skill_steal_max_tries: 0 // Should random options be applied to stolen items? (Note 1) // Official: no skill_steal_random_options: no // Level and Strength of "MVP heal". When someone casts a heal of this level or // above, the heal formula is bypassed and this value is used instead. max_heal: 9999 max_heal_lv: 11 // Emergency Recall Guild Skill setting (add as appropriate). // Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8 // 1: Skill is usable outside of woe. // 2: Skill is usable during woe. // 4: Skill is usable outside of GvG grounds // 8: Skill is usable on GvG grounds //16: Disable skill from "nowarpto" maps // (it will work on GVG castles even if they are set to nowarpto, though) emergency_call: 11 // Guild Aura Skills setting (add as appropriate). // (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES) // Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8 // 1: Skill works outside of woe. // 2: Skill works during woe. // 4: Skill works outside of GvG grounds // 8: Skill works on GvG grounds //16: Disable skill from affecting Guild Master guild_aura: 31 // Max Possible Level of Monster skills // Note: If your MVPs are too tough, reduce it to 10. mob_max_skilllvl: 100 // Allows players to skip menu when casting Teleport level 1 // Menu contains two options. "Random" and "Cancel" skip_teleport_lv1_menu: no // Allow use of SG skills without proper day (Sun/Moon/Star) ? allow_skill_without_day: no // Allow use of ES-type magic on players? allow_es_magic_player: no // Miracle of the Sun, Moon and Stars skill ratio // Valid values range from 1 (0.005% per hit) to 20000 (100% per hit) // This chance is further reduced if AGI is above 46 (92 = halved chance) sg_miracle_skill_ratio: 1 // Miracle of the Sun, Moon and Stars skill duration in milliseconds sg_miracle_skill_duration: 3600000 // Angel of the Sun, Moon and Stars skill ratio (100% = 10000) sg_angel_skill_ratio: 10 // Skills that bHealPower has effect on // 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun, // 32: Coluceo Heal, 64: Highness Heal, 128: Mediale Votum, 256: Dilectio Heal skill_add_heal_rate: 487 // Whether the damage of EarthQuake with a single target on screen is able to be reflected. // Note: On official servers, EQ is reflectable when there is only one target on the screen, // which might be an exploit to hunt the MVPs. eq_single_target_reflectable: yes // On official server, you will receive damage from Reflection and some Tarot Card even in invincible status. // When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous. // (The number will show but no actual damage will be done) invincible.nodamage: no // Dancing Weapon Switch // On official servers, a fix is in place that prevents the switching of weapons to cancel songs. // Default: yes dancing_weaponswitch_fix: yes // Skill Trap Type // On official servers if a unit is completely immune to knockback, it will still walk to the last target tile before // stopping when inflicted by a stopping status effect (including traps like Ankle Snare and Spiderweb). All traps on // the way will be activated. // This does NOT include being immune to knock back from equip. This bonus only helps against knockback skills. // 0: (official) // 1: Stop effects in GvG/WoE make units stop immediately. // 2: Stop effects make monsters immune to knockback / bosses stop immediately. // 3: 1+2 skill_trap_type: 0 // Area of Bowling Bash chain reaction (pre-renewal only) // 0: Use official gutter line system // 1: Gutter line system without demi gutter bug // 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41) // Note: If you knock the target out of the area it will only be hit once and won't do splash damage bowling_bash_area: 0 // Pushback behavior (Note 1) // On official servers, hitting a wall will always cause the unit to stop moving. // If "no", the unit will continue moving when approaching walls diagonally (old Athena behavior). path_blown_halt: yes // Taekwon Mission mob name check // iRO Wiki States: If your target is Goblin, any monster called "Goblin" will count toward the mission. // 0: Off (default) // 1: All 5 of the Goblin monsters will count, regardless of Mob ID (Mob ID: 1122-1126) - iRO default // 2: Any monster with the same exact name will count, regardless of Mob ID - Comparison based off of jName taekwon_mission_mobname: 0 // Can a player Teleport on top of a Map Warp Portal? (Note 1) // On official servers players have been unable to do so. teleport_on_portal: no // Is the knockback direction for Cart Revolution always West? (Note 1) // On official servers it will knock the target always to the West. If disabled it will knock the target backwards. cart_revo_knockback: yes // On official servers, Arrow Shower blow direction always rely on skill placed location to target instead of caster to target arrow_shower_knockback: yes // On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to // south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the // edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you // punch a hole into SG it will for example create a "suck in" effect. // If you disable this setting, the knockback direction will be completely random (eAthena style). stormgust_knockback: yes // For RENEWAL_CAST (Note 2) // By default skill that has '-1' value for Fixed Casting Time will use 20% of cast time // as Fixed Casting Time, and the rest (80%) as Variable Casting Time. // Put it 0 to disable default Fixed Casting Time (just like 0 in the skill_db.yml). default_fixed_castrate: 20 // On official servers, skills that hit all targets on a path (e.g. Focused Arrow Strike and First Wind) first // calculate one of the eight directions and then apply an AoE based on that direction. This means there can be // areas that such skills can't hit. If you target a monster in such an area, only this monster will be hit. // The 3rd job skills Flame Launcher and Cannon Spear can completely miss. // Set this to "no" to calculate a path from the caster to the target instead and hit everything near that path. // You can adjust splash and maxcount in the skill_db to adjust the width and length of these skills. // Note: Brandish Spear will always use this algorithm due to its special damage behavior. skill_eightpath_algorithm: yes // Should skills that use skill_eightpath_algorithm include targets in the caster's cell? // Official: yes skill_eightpath_same_cell: yes // Can damage skill units like icewall and traps (Note 3) // On official servers, players can damage icewalls and some traps with skills. When monsters use skills, damage // will show on the icewalls and traps, but it is not actually substracted from the durability. // The official setting makes it quite easy to trap MVPs, set this to 31 if you want all units to be able to // damage skills (previous behavior). can_damage_skill: 1 // Land Protector behavior (Note 1) // On official servers, players standing on the border (outer cell) of the Land Protector can still be affected/hit // by AoE skills (if the skill has a splash effect, such as Storm Gust). The Athena behavior ignores AoE affects/hits // while players are standing on the border. // Official: 0 // Legacy Athena: 1 land_protector_behavior: 0 // NPC EMOTION behavior (Note 1) // On official servers, certain mobs cast NPC EMOTION skill which displays an emoticon and change their mode from // Aggressive to Passive for a certain time. The Athena behavior does not change their mode to Passive. // Official: 0 // Legacy Athena: 1 npc_emotion_behavior: 0 // Should Tarot Card of Fate have the same chance for each card to occur? (Note 1) // Official chances: 15%: LOVERS | 10%: FOOL, MAGICIAN, HIGH PRIESTESS, STRENGTH, SUN | 8%: TEMPERANCE // 7%: CHARIOT | 6%: THE HANGED MAN | 5%: DEATH, STAR | 2%: TOWER | 1%: WHEEL OF FORTUNE, DEVIL // If you set this to "yes", the chance for each card becomes 1/14. tarotcard_equal_chance: no // Should Dispel work on songs when the target is not in the song area? (Note 1) // On official servers, it's impossible to dispel songs. // Hint: Also affects the Rebellion skill "Vanishing Buster". dispel_song: no // Banana Bomb from Genetic's Make Bomb skill sitting duration. // Official duration is 1000ms * Thrower's Job Level / 4. // 0: Uses the official duration // X: Enter a custom duration in milliseconds. banana_bomb_duration: 0 // Should items that you try to create be dropped if you have no space left in your inventory? (Note 1) // Official: no // Legacy rAthena logic: yes skill_drop_items_full: no // EDP setting: (Note 3) // When switching/unequipping a right hand weapon, should EDP be removed? EDP can't be used with bare hand. // 0: Disabled (rAthena legacy and pre-renewal behavior). // 1: Enabled on pre-renewal. // 2: Enabled on renewal. // 3: 1+2 switch_remove_edp: 2 // Max Level Difference when casting Meister's Attack Machine on other party members. // Default: 15 attack_machine_level_difference: 15