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// eAthena Battle Configuration File

// 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

// 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: no

// The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
atcommand_spawn_quantity_limit: 100

// If an item is droped, does it go stright into the users inventory? (Note 1)
item_auto_get: no

// How far away does drop protection apply?
drop_pickup_safety_zone: 20

// How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
flooritem_lifetime: 120000

// How long before the first person who did the most damage to a monster can get the item? (in milliseconds)
item_first_get_time: 15000

// 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: 10000

// 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: 5000

// 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

// 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: 0

// 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

// 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

// 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 equip anything? (0 to disable, or minimum GM level, can cause client errors.)
gm_all_equipment: 0

// Should GMs be given a hashed IP instead of the real one?
mask_ip_gms: 1

// Allow monsters to be aggresive and attack first? (Note 1)
monster_active_enable: yes

// 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

// You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1)
basic_skill_check: no

// 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 regardless of this setting. (I think)
player_invincible_time: 5000

// Will there be a minimum skill dmg even if there is a miss?
skill_min_damage: no

// 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

// The maximum weight for a character to carry when the character stops healing naturally. (in %)
natural_heal_weight_rate: 50

// Multiplier for healing from items.
itemheal_regeneration_factor: 1

// 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

// 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

// 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 a defensive skill is  used, is the mob's target temporarily
// set to the attacking player first, and restored afterwards?
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

// 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

// 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

// Is the character of a GM account set as the object of a display by @ command etc. or not?
hide_GM_session: no

// 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

// 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

// 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: yes

// 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

// valid range of dye's and styles on the client
// Note: this is also hard-coded in the char-server
min_hair_style: 0
max_hair_style: 20
min_hair_color: 0
max_hair_color: 255

// Visible area size (how many squares away from a player can they see)
area_size: 14

// chat system:
// More than flood lines in threshold seconds gets a ban
// More than warn lines in threshold seconds gets a warning
chat_spam_flood: 10
chat_spam_warn: 8
chat_spam_threshold: 10

// How much to increment the line count if the content is lame.
// Lameness is defined as mostly caps, punctuation, or a repeat of the last line.
// Set to 1 or 2 depending on how much you hate hearing "ITEN PLZ!" 3 times in a row..
chat_lame_penalty: 2

// how many hours to auto ban spammer, 0 to disable [0-32767]. Default 6.
chat_spam_ban: 1

// Maximum line lengt, if a message is above chat_maxline, its dropped [1-512]. Default 255.
chat_maxline: 512

// Packet flood protection
// If more than packet_spam_flood over-limits packets are recieved in
// packet_spam_threshold seconds, we will kick the user if packet_spam_kick
// is not set to 0. Limits on individual packets are defined in src/map/clif.c
packet_spam_flood: 30
packet_spam_threshold: 2
packet_spam_kick: 1

// -1: classic
// 0: all PCs on same tile
// 1 or more: all PCs within radius, if also within range
mob_splash_radius: -1

// local settings for this server in this file
import: conf/battle_local.conf