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// ______ __ __
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///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
// _ _ _ _ _ _ _ _ _ _ _ _ _
// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
//
//--------------------------------------------------------------
// eAthena Battle Configuration File
// Originally Translated by Peter Kieser <pfak@telus.net>
// 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
//Note 3: Value is not limited to 60K (see below)
//Note 4: Use bitmask values to specify who is affected
// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
// Other Information:
// All options are limited to a max of 60K (aprox) which is 600%
// or 60secs as appropiate.
// 1000 miliseconds is 1 second.
// Unless otherwise specified, the minimum value is 0 for all
// features.
//--------------------------------------------------------------
// Move-delay adjustment after being hit. (Note 2)
// The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
// NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
pc_damage_walk_delay_rate: 20
damage_walk_delay_rate: 100
// Move-delay adjustment for multi-hitting attacks.
// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
// 80 is the setting that feels like Aegis (vs Sonic Blows)
// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
multihit_delay: 80
// Damaged delay rate for players (Note 2)
// (Setting to no/0 will be like always endure)
player_damage_delay_rate: 100
// Undead type differeniate.
// 0 = element undead
// 1 = race undead
// 2 = both
undead_detect_type: 0
// Does HP recover if hit by an attribute that's same as your own? (Note 1)
attribute_recover: yes
// What is the minimum and maximum hitrate of normal attacks?
min_hitrate: 5
max_hitrate: 100
// Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = agi_penalty_num is reduced from FLEE as a %
// 2 = agi_penalty_num is reduced from FLEE as an exact amount
agi_penalty_type: 1
// Amount of enemies required to be targetting player before FLEE begins to be penalized
agi_penalty_count: 3
// Amount of FLEE penalized per each attacking monster more than agi_penalty_count
agi_penalty_num: 10
// Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = vit_penalty_num is reduced from FLEE as a %
// 2 = vit_penalty_num is reduced from FLEE as an exact amount
vit_penalty_type: 1
// Amount of enemies required to be targetting player before VIT defense begins to be penalized
vit_penalty_count: 3
// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
vit_penalty_num: 5
// Use alternate method of DEF calculation for physical attacks.
// With 0, disabled (use normal def% reduction with further def2 reduction)
// At 1 or more defense is substraction of (DEF* value).
// eg: 10 + 50 def becomes 0 + (10*type + 50)
weapon_defense_type: 0
//MDEF�same as above....(MDEF*value)
magic_defense_type: 0
// 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_penalty_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_penalty_count_lv: 3
// Change attacker's direction to face opponent on every attack? (Note 4)
attack_direction_change: 15
// Remove elemental modifiers from normal attacks (skills will always have elemental modifiers)? (Note 4)
attack_attr_none: 0
// Rate at which equipment can break (base rate before it's modified by any skills)
// 1 = 0.01% chance. Default for official servers: 0
equip_natural_break_rate: 0
// Overall rate of which your own equipment can break. (Note 2)
// This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
// (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
// weapon will be broken.
equip_self_break_rate: 100
// Overall rate at which you can break target's equipment. (Note 2)
// This affects the behaviour of skills like acid terror and meltdown
equip_skill_break_rate: 100
// Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
// NOTE: The official setting is yes, even thought it degrades performance a bit.
delay_battle_damage: yes
// Are arrows are consumed when used on a bow? (Note 1)
arrow_decrement: yes
// Adjustment for the natural rate of resistance from status changes.
// If 50, status defense is halved, and you need twice as much stats to block
// them (eg: 200 vit to completely block stun)
pc_status_def_rate: 100
mob_status_def_rate: 100
// Required luk to gain inmunity to status changes.
// Luk increases resistance by closing the gap between natural resist and max
// linearly. This setting indicates required luk to gain complete inmunity.
// Eg: 40 vit -> 40% resist. 150 luk -> +50% of the missing gap.
// So 40% + (50% of 60%) = 70%
pc_luk_sc_def: 300
mob_luk_sc_def: 300
// Maximum resistance to status changes. (10000 = 100%)
// NOTE: This is applied after cards and equipment, so inmunity cards are
// capped to this.
pc_max_status_def: 10000
mob_max_status_def: 10000
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