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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-04 19:30:15 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-04 19:30:15 +0000 |
commit | bb78f61a194f92934784d108cb8e54e391c570aa (patch) | |
tree | 2e49643974eca093697308c944ff3ba0622922ea /conf-tmpl/battle/battle.conf | |
parent | 06387a85ce94281d1652ab4bc61c5b9c0971832a (diff) | |
download | hercules-bb78f61a194f92934784d108cb8e54e391c570aa.tar.gz hercules-bb78f61a194f92934784d108cb8e54e391c570aa.tar.bz2 hercules-bb78f61a194f92934784d108cb8e54e391c570aa.tar.xz hercules-bb78f61a194f92934784d108cb8e54e391c570aa.zip |
- Removed settings enemy_critical_rate, homun_critical_rate. Added settings enable_critical (defaults to specify only players), mob_critical_rate and critical_rate. The last applies to all non-mobs and non-players (battle/battle.conf)
- Removed settings mob_npc_warp, mob_warpportal. Replaced with setting mob_warp which specifies which types of warp can a mob step into (battle/monster.conf)
- Updated status_calc_misc so that it also handles the BL_PC case, removed redundant info from status_calc_pc, and moving the SNovice Max Hp bonus to status_base_pc_maxhp
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8135 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf-tmpl/battle/battle.conf')
-rw-r--r-- | conf-tmpl/battle/battle.conf | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/conf-tmpl/battle/battle.conf b/conf-tmpl/battle/battle.conf index 4e50a5fc7..4f2b75273 100644 --- a/conf-tmpl/battle/battle.conf +++ b/conf-tmpl/battle/battle.conf @@ -36,6 +36,14 @@ enable_baseatk: 11 // Who can have perfect flee? (Note 4)
enable_perfect_flee: 5
+// Who can have critical attacks? (Note 4)
+// (Note that there are some skills that always do critical hit regardless of this)
+enable_critical: 1
+
+// Critical adjustment rate for non-players (Note 2)
+mob_critical_rate: 100
+critical_rate: 100
+
// 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.
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