// ______ __ __
// /\ _ \/\ \__/\ \
// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
// _ _ _ _ _ _ _ _ _ _ _ _ _
// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
//
//--------------------------------------------------------------
//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: yes
// 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
//For fine tuning drop rates for all items
//details = 0: Don't change anything (Default)
// 1: Change drop ratios depending on current rates
// 2: Change drop ratios depending on current rates, but not exceeding minimum
// and maximum values
// Example: details=3 rate_1=1000 min=20 If an item's drops is between 1/10000 -
// 9/10000 it will become at least 1x1000%=10, which is still below 20,
// so it'll be increase to 20/10000
//
item_rate_details: 0
//
//Drop rates 1-9
item_rate_1: 100
item_rate_1_min: 1
item_rate_1_max: 9
//
//Drop rates 10-99
item_rate_10: 100
item_rate_10_min: 10
item_rate_10_max: 99
//
//Drop rates 100-999
item_rate_100: 100
item_rate_100_min: 100
item_rate_100_max: 999
//
//Drop rates 1000 and above
item_rate_1000: 100
item_rate_1000_min: 1000
item_rate_1000_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
// Players' maximum HP rate? (Default is 100)
hp_rate: 100
// Players' maximum SP rate? (Default is 100)
sp_rate: 100
// PVP exp. Do players get exp in PvP maps
// (Note: NOT exp from players, but from normal leveling)
pvp_exp: no
// 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] Can use skills without meeting the required conditions (no
// blue gems? no problem
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: no
// Forging success rate. (Note 2)
weapon_produce_rate: 100
// Prepare Potion success 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
// You can turn the following 5 settings off if you don't need them,
// or if you're experiencing problems with GRF loading
//
// Override item names from GRF file? (Note 1)
item_name_override_grffile: yes
//
// Override item equip positions from GRF file? (Note 1)
item_equip_override_grffile: yes
//
// Override item slots from GRF file? (Note 1)
item_slots_override_grffile: yes
//
// Override 'indoors' mapflags from GRF file? (Note 1)
indoors_override_grffile: yes
//
// Override SP used per level from GRF file? (Note 1)
// Turn this off if you have a customised skill_require_db.txt
skill_sp_override_grffile: yes
//
// Read card illustrations from GRF file? (Note 1)
cardillust_read_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_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
// 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
//MDEF�same 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: When set to yes players can still cloak away from walls, but cannot move
// as well as receive movement penalties if the skill level is below 3.
player_cloak_check_type: yes
// When a monster is cloaking, Whether the wall is checked or not. (Note 1)
monster_cloak_check_type: no
// Damage adjustments for WOE battles against defending Guild monsters (Note 2)
castle_defense_rate: 100
// 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: 60
// Magic damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
gvg_magic_attack_damage_rate: 50
// Misc damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
gvg_misc_attack_damage_rate: 60
// 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_penalty: 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
// Display Snatcher skill failures
display_snatcher_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: yes
// 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_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
// 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
// Max Level Difference for Devotion
devotion_level_difference: 10
// 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
// Skill unit movement processing method
// 0 - Aegis system : Network load -> Heavier, Server load -> Lighter
// 1 - Athena system : Network load -> Lighter, Server load -> Heavier
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
// Remove trap type
// 0 - Aegis system : Returns 1 'Trap' item
// 1 - Athena system : Allows the returned item and amount to be defined
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? (Set to minimum level required for GMs not to be attacked,
// setting must be higher than 0.)
monsters_ignore_gm: 100
// 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
// For PK Server Mode. Change this to define the minimum level players can start PK-ing
pk_min_level: 55
// 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
// Set how dark it will become during night time
// Range: 1-10, 0 for default (No changes)
// Warning: might not work with old exe's! Also, currently daytime and @day
// will not remove the night effect when this is set to 1 or above
night_darkness_level: 0
// 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
// 64: 2004-09-21aSakray Client
// 128: 2004-10-18bSakexe Client
// 256: 2004-10-25aSakexe Client
// default value: 511 (all clients)
packet_ver_flag: 511
// Allow GMs to mute players or not?
muting_players: no
// Allow GM commands to be used when muted?
allow_atcommand_when_mute: yes
// 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
// Zeny from mobs
zeny_from_mobs: no
// Monsters level up (monster will level up each time a player is killed and they will grow stronger)
mobs_level_up: no
// Use kRO new steal formula?
skill_steal_type: yes
// Sometimes when using skills while walking it'll fail because of range being too
// far, should we allow this to happen? (Setting this at 1 would be enough)
skill_range_leniency: 1
// Set this to 1 if your clients have langtype problems and can't display motd properly
motd_type: 0
// The minimum level for GMs' to drop items on the ground, use the Storage or
// trade Items/Zeny?
gm_can_drop_lv: 0
// Allow GMs' to see the hp of every player?
disp_hpmeter: no
// Players' will drop a 'Bone' when killed?
// 1 - Dropped only in PvP maps
// 2 - Dropped in all situations
// 0 - Disabled
bone_drop: 0
// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
finding_ore_rate: 100
import: conf/import/battle_conf.txt