summaryrefslogtreecommitdiff
path: root/conf/map/battle/skill.conf
blob: b973ef0a396f309b72aa9888b00be9d807d74b00 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
//================= Hercules Configuration ================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2014-2019  Hercules Dev Team
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
// Battle (Skill) Configuration File
//=========================================================================
// Note 1: Value is a config switch (true/false)
// 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: false
delay_dependon_agi: false

// Minimum allowed delay for ANY skills after casting (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/mob will
// appear to "teleport" afterwards.
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 (instant cast)?
castrate_dex_scale: 220

// How much (dex*2+int) does variable cast turns zero?
vcast_stat_scale: 530

// What level of leniency should the skill system give for skills when
// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300)
//
// NOTE: Setting this to 100% may cause some issues with valid skills not being cast.
//       The time difference between client and server varies so allowing 90% leniency
//       should be enough to forgive very small margins of error.
skill_amotion_leniency: 90

// Will normal attacks be able to ignore the delay after skills? (Note 1)
skill_delay_attack_enable: false

// 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: false

// 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: 31

// Should a check on the caster's status be performed in all skill attacks?
// When set to true, meteors, storm gust and any other ground skills will have 
// no effect while the caster is unable to fight (eg: stunned).
skill_caster_check: true

// 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 true 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 true, those two skills will not protect everyone, but only allies)
// See db/skill_unit_db.txt for more info.
defunit_not_enemy: false

// Do skills do at least 'hits' damage when they don't miss/are blocked?
// (for example, will firebolts always do "number of bolts" damage versus plants?)
// Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
skill_min_damage: 6

// 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_unit_db)
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_unit_db)
skill_nofootset: 1

// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
// Default on official servers: true for player-traps
gvg_traps_target_all: 1

// Hunter's traps visibility setting (with HiddenTrap: true on skill_db.conf)
// Here we have 2 configs:
// visibility stands to how traps are displayed by default:
// 0: Traps are always visible to everyone (Hercules/Pre-renewal)
// 1: Traps with HiddenTrap: true are hidden in versus maps (PvP/GvG/BG)
// 2: Traps with HiddenTrap: true are always invisible (Renewal) (Default)
// Notes: - Invisibility applies to players that are not in caster's party.
//        - Invisible traps can be made visible to everyone with Hunter's Detecting skill.
//
// display_on_trigger tells if HiddenTraps should become visible once triggered
// 0: Do not make traps visible once triggered (except for Ankle Snare) (Aegis)
// 1: Always make traps visible once triggered (Hercules)
trap_options: {
    visibility: 2
    display_on_trigger: 1
}

// 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

// When songs are canceled, terminated or the character goes out of the
// area of effect, there's an additional effect that lasts for 20 seconds
// Should that time be reset for each song?
// 0: No, you must recast the song AFTER those 20 seconds to have the effect again (Aegis)
// 1: Yes, recasting songs reset the 20 seconds timer (eathena)
song_timer_reset: 0

// Whether placed down skills will check walls (Note 1)
// (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side)
skill_wall_check: true

// 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 canceled when attacking.
// 4 = Cloaking is not canceled 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:
// 0 - Enable by default
// 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: false

// 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)
// If set to false, hit interval is increased based on the amount of mobs standing on the same cell
// (means that when there's stacked mobs in the same cell, they won't receive all hits)
gx_allhit: false

// Grandcross display type (Default 1)
// 0: Yellow character
// 1: White character
gx_disptype: 1

// Max Level Difference for Devotion
devotion_level_difference: 10

// If false than you can use the ensemble skills alone. (Note 1)
player_skill_partner_check: true

// 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: true

// 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

// Can Rogues plagiarize advanced job skills
// 0 = no restriction
// 1 = only stalker may plagiarize advanced skills
// 2 = advanced skills cannot be plagiarized by anyone
// Official servers setting: 2
copyskill_restrict: 2

// Does Berserk/Frenzy cancel other self-buffs when used?
berserk_cancels_buffs: false

// 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: 27

// 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

// Allows players to skip menu when casting Teleport level 1
// Menu contains two options. "Random" and "Cancel"
skip_teleport_lv1_menu: false

// Allow use of SG skills without proper day (Sun/Moon/Star) ?
allow_skill_without_day: false

// Allow use of ES-type magic on players?
allow_es_magic_player: false

// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
sg_miracle_skill_ratio: 2

// 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: Highness Heal
skill_add_heal_rate: 7

// Whether the damage of EarthQuake with a single target on screen is able to be reflected.
// Note: On official server, 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: true

// 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: false

// Dancing Weapon Switch
// On official server, a fix is in place that prevents the switching of weapons to cancel songs.
// Default: true
dancing_weaponswitch_fix: true

// Skill Trap Type (GvG)
// 0: (official) Traps in GvG only make player stop moving after its walk path is complete, and it activates other traps on the way.
// 1: Traps in GvG make player stop moving right when stepping over it.
skill_trap_type: 0

// Trap Reflect
// Whether the damage from traps must be reflected (for example by Reflect Shield or High Orc Card)?
// true: Aegis - traps are reflected
// false: Athena - traps are not reflected
trap_reflect: true

// Max Possible Level of Monster skills
// Note: If your MVPs are too tough, reduce it to 10.
mob_max_skilllvl: 100

// Area of Bowling Bash chain reaction
// 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

// 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: true

// Magic Rod's animation behavior (Note 1)
// 0 : (official) Magic Rod's animation occurs every time it is used.
// 1 : Magic Rod's animation would not occur unless a spell was absorbed. (old behavior)
magicrod_type: 0