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author | Playtester <Playtester@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-18 14:21:07 +0000 |
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committer | Playtester <Playtester@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-18 14:21:07 +0000 |
commit | 1596ce1ca06d275123a2b442618e6dda4c7b90db (patch) | |
tree | 08f0792ab7ae865483f0962151e1a10883494319 /conf-tmpl/battle/battle.conf | |
parent | 5e96db2c8b6fd5ec388210799a6856291bfa4d87 (diff) | |
download | hercules-1596ce1ca06d275123a2b442618e6dda4c7b90db.tar.gz hercules-1596ce1ca06d275123a2b442618e6dda4c7b90db.tar.bz2 hercules-1596ce1ca06d275123a2b442618e6dda4c7b90db.tar.xz hercules-1596ce1ca06d275123a2b442618e6dda4c7b90db.zip |
Converted the format of the battle conf files to windows format
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6155 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf-tmpl/battle/battle.conf')
-rw-r--r-- | conf-tmpl/battle/battle.conf | 316 |
1 files changed, 158 insertions, 158 deletions
diff --git a/conf-tmpl/battle/battle.conf b/conf-tmpl/battle/battle.conf index ee97405d1..4cff45097 100644 --- a/conf-tmpl/battle/battle.conf +++ b/conf-tmpl/battle/battle.conf @@ -1,158 +1,158 @@ -// ______ __ __ -// /\ _ \/\ \__/\ \ -// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ -// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ -///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \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 - -// 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 - -// 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 - -// 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 - -// 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 - -// Maximum resistance to status changes. (10000 = 100%) -// NOTE: This is applied before cards and equipment. -// So inmunity cards can go beyond to this value. -pc_max_status_def: 10000 -mob_max_status_def: 10000 +// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
+// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
+///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \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
+
+// 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
+
+// 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
+
+// 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
+
+// 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
+
+// Maximum resistance to status changes. (10000 = 100%)
+// NOTE: This is applied before cards and equipment.
+// So inmunity cards can go beyond to this value.
+pc_max_status_def: 10000
+mob_max_status_def: 10000
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