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authorFlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-12-05 13:23:07 +0000
committerFlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-12-05 13:23:07 +0000
commit288490094a7fe9167747dc78d416940759a31197 (patch)
tree53dc4f5c2375f4b688b53ca8841630ddec5e1f88 /conf-tmpl/battle/battle.conf
parent8ec1c47aed09c90343949d57c92760ba84738a46 (diff)
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- Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf-tmpl/battle/battle.conf')
-rw-r--r--conf-tmpl/battle/battle.conf336
1 files changed, 168 insertions, 168 deletions
diff --git a/conf-tmpl/battle/battle.conf b/conf-tmpl/battle/battle.conf
index f7516836f..58daf1e4f 100644
--- a/conf-tmpl/battle/battle.conf
+++ b/conf-tmpl/battle/battle.conf
@@ -1,168 +1,168 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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.
-//--------------------------------------------------------------
-
-
-// Who should have a baseatk value (makes str affect damage)? (Note 4)
-enable_baseatk: 9
-
-// Who can have perfect flee? (Note 4)
-enable_perfect_flee: 1
-
-// 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
-
-// Should normal attacks give you a walk delay?
-// If no, characters can move as soon as they start an attack (attack animation
-// or walk animation may be omitted client-side, causing cropped attacks or
-// monsters that teleport to you)
-// If set, total walk delay is set to your attack animation duration divided by
-// this value (eg: 1 -> 100%, 2 -> 50%, 4->25%...)
-attack_walk_delay: 0
-
-// 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
-
-// When agi penalty is enabled, to whom it should apply to? (Note 4)
-// By default, only players get the penalty.
-agi_penalty_target: 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
-
-// When vit penalty is enabled, to whom it should apply to? (Note 4)
-// By default, only players get the penalty.
-vit_penalty_target: 1
-
-// Amount of enemies required to be targetting player before 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
-
-// For those who is set, attacks of Neutral element will not get any elemental
-// adjustment (100% versus on all defense-elements) (Note 4)
-// NOTE: This is the setting that makes it so non-players can hit for full
-// damage against Ghost-type targets (eg: Ghostring wearing players).
-attack_attr_none: 14
-
-// 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
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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.
+//--------------------------------------------------------------
+
+
+// Who should have a baseatk value (makes str affect damage)? (Note 4)
+enable_baseatk: 9
+
+// Who can have perfect flee? (Note 4)
+enable_perfect_flee: 1
+
+// 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
+
+// Should normal attacks give you a walk delay?
+// If no, characters can move as soon as they start an attack (attack animation
+// or walk animation may be omitted client-side, causing cropped attacks or
+// monsters that teleport to you)
+// If set, total walk delay is set to your attack animation duration divided by
+// this value (eg: 1 -> 100%, 2 -> 50%, 4->25%...)
+attack_walk_delay: 0
+
+// 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
+
+// When agi penalty is enabled, to whom it should apply to? (Note 4)
+// By default, only players get the penalty.
+agi_penalty_target: 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
+
+// When vit penalty is enabled, to whom it should apply to? (Note 4)
+// By default, only players get the penalty.
+vit_penalty_target: 1
+
+// Amount of enemies required to be targetting player before 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
+
+// For those who is set, attacks of Neutral element will not get any elemental
+// adjustment (100% versus on all defense-elements) (Note 4)
+// NOTE: This is the setting that makes it so non-players can hit for full
+// damage against Ghost-type targets (eg: Ghostring wearing players).
+attack_attr_none: 14
+
+// 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