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author | Zuzanna K. Filutowska <platyna@users.sourceforge.net> | 2006-02-21 22:15:05 +0000 |
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committer | Zuzanna K. Filutowska <platyna@users.sourceforge.net> | 2006-02-21 22:15:05 +0000 |
commit | 5b8d1b4f20a117e071e4ab57bd16be3215c20a06 (patch) | |
tree | 3f30e2ac87f1d8ba29c690a3f1f375d399d94362 /conf/battle_athena.conf | |
parent | 951d8a7523e75a90996c4bf6bf30796cd1142135 (diff) | |
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Initial revision
Diffstat (limited to 'conf/battle_athena.conf')
-rw-r--r-- | conf/battle_athena.conf | 711 |
1 files changed, 711 insertions, 0 deletions
diff --git a/conf/battle_athena.conf b/conf/battle_athena.conf new file mode 100644 index 00000000..a272a603 --- /dev/null +++ b/conf/battle_athena.conf @@ -0,0 +1,711 @@ + +//-------------------------------------------------------------- +//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) +delay_dependon_dex: yes + +// 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: no + +// 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 + +// Can the monster's drop rate become 0? (Note 1) +drop_rate0item: no + +// 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 + +// PVP exp. Do players get exp during pvp +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] Raise skills unconditionally, that is, put points in to a skill not in thier jobs skill tree? (no or minimum gm level) +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: yes + +// Forging success rate. (Note 2) +weapon_produce_rate: 100 + +// Prepare Potion succsss 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 + +// Override item names from GRF file? (Note 1) +item_name_override_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_penaly_count monsters are targetting player +// 0 = no penalty is applied +// 1 = agi_penaly_num is reduced from FLEE as a % +// 2 = agi_penaly_num is reduced from FLEE as an exact amount +agi_penaly_type: 1 + +// Amount of enemies required to be targetting player before FLEE begins to be penalized +agi_penaly_count: 3 + +// Amount of FLEE penalized per each attacking monster more than agi_penaly_count +agi_penaly_num: 10 + +// Type of penalty that is applied to VIT defense when more than vit_penaly_count monsters are targetting player +// 0 = no penalty is applied +// 1 = vit_penaly_num is reduced from FLEE as a % +// 2 = vit_penaly_num is reduced from FLEE as an exact amount +vit_penaly_type: 1 + +// Amount of enemies required to be targetting player before VIT defense begins to be penalized +vit_penaly_count: 3 + +// Amount of VIT defense penalized per each attacking monster more than vit_penaly_count +vit_penaly_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 + +//MDEFTame 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 ground based skills of a certain type such as traps can be cast straight onto other players. (Note 1) +player_skill_nofootset: yes + +//Whether or not ground based skills of a certain type such as traps can be cast straight onto monsters. (Note 1) +monster_skill_nofootset: yes + +// When a player is cloaking, Whether the wall is checked or not. (Note 1) +// Note: Gravity announced that they were changing cloaking so it would +// not need a wall, but this was never implemented. I set to no, for fun. +player_cloak_check_type: no + +// When a monster is cloaking, Whether the wall is checked or not. (Note 1) +monster_cloak_check_type: no + +// 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: 100 + +// Magic damage adjustments for WoE battles (Guild Vs Guild) (Note 2) +gvg_magic_attack_damage_rate: 100 + +// Misc damage adjustments for WoE battles (Guild Vs Guild) (Note 2) +gvg_misc_attack_damage_rate: 100 + +// 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 + +// If the player has Undead Elemental Equipment, should they be frozen or not. (Note 1) +player_undead_nofreeze: no + +// 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_penaly: 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 + +// 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: no + +// 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_penaly_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_penaly_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 + +// 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 + +// ユニット移動処-摯-@。0で-{鯖仕-l(回線負荷→重、鯖処-掾ィ軽)、1でAthena仕-l(回線負荷→軽、鯖処-掾ィ重) +// translation (babelfish): +// Unit portable place - ? @. +// With 0 - {mackerel SI -l (circuit load -> heavily, the mackerel place - the ? ? lightly), +// With 1 - Athena SI -l (circuit load -> lightly, the mackerel place - the ? ? it is heavy) +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 + +// リムーブトラップの仕-l 0:-{鯖仕-l、罠1個 1:Athena仕-l、使ったアイテムを使った個数 +// translation (babelfish): +// SI of ???????? -l +// 0: - {Mackerel SI -l, trap 1 +// 1:Athena SI -l, the quantity which used the item which was used +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? (Note 1) +monsters_ignore_gm: no + +// 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 + +// 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 + +// 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: +// 1: Clients before 2004-07-06 (old clients) +// 2: 2004-07-06 kRO client +// 4: 2004-07-13 kRO client +// 8: 2004-07-26 kRO client +// 16: 2004-08-09 kRO / 2004-08-16aSakray / 2004-08-17aSakray client +// 32: 2004-09-06aSakray client +// default value: 63 (all clients) +packet_ver_flag: 63 + +// Allow GMs to mute players or not? +muting_players: no + +// 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 + +import: conf/import/battle_conf.txt + |