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author | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-09-24 09:13:50 +0000 |
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committer | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-09-24 09:13:50 +0000 |
commit | e17d1bfa00dcde02180df01edf7b028bf1c46432 (patch) | |
tree | c1a6d46f3ad2c9ae7b164803b5210ecdc2c5f6e8 /conf/battle/battle.conf | |
parent | d080398382d6ce1f4a4635e6a9de460994323823 (diff) | |
download | hercules-e17d1bfa00dcde02180df01edf7b028bf1c46432.tar.gz hercules-e17d1bfa00dcde02180df01edf7b028bf1c46432.tar.bz2 hercules-e17d1bfa00dcde02180df01edf7b028bf1c46432.tar.xz hercules-e17d1bfa00dcde02180df01edf7b028bf1c46432.zip |
* Limited manual detection of data truncation to string/enum/blob columns.
* Renamed conf-tmpl to conf.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11284 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf/battle/battle.conf')
-rw-r--r-- | conf/battle/battle.conf | 164 |
1 files changed, 164 insertions, 0 deletions
diff --git a/conf/battle/battle.conf b/conf/battle/battle.conf new file mode 100644 index 000000000..9c0f708fd --- /dev/null +++ b/conf/battle/battle.conf @@ -0,0 +1,164 @@ +// ______ __ __ +// /\ _ \/\ \__/\ \ +// __\ \ \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: Value is a config switch (on/off, yes/no or 1/0) +// Note 2: Value is in percents (100 means 100%) +// Note 3: Value is a bit field. If no description is given, +// assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun) +//-------------------------------------------------------------- + +// Who should have a baseatk value (makes str affect damage)? (Note 3) +enable_baseatk: 9 + +// Who can have perfect flee? (Note 3) +enable_perfect_flee: 1 + +// Who can have critical attacks? (Note 3) +// (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 + +// Should race or element be used to consider someone undead? +// 0 = element undead +// 1 = race undead +// 2 = both (either one works) +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 3) +// 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 3) +// 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 attackers when applying agi penalty ? (choose one) +// 1-: Count every attack attempt (even those that were dodged/lucky-dodged) +// 2 : Count every non-lucky-dodged attack attempt +// 3 : Count only attacks that actually connect +// 4+: None of the above, count will always be 0 +agi_penalty_count_lv: 2 + +// How to count the number of attackers when applying vit penalty ? (choose one) +// 1-: Count every attack attempt (even those that were dodged/lucky-dodged) +// 2 : Count every non-lucky-dodged attack attempt +// 3 : Count only attacks that actually connect +// 4+: None of the above, count will always be 0 +vit_penalty_count_lv: 3 + +// Change attacker's direction to face opponent on every attack? (Note 3) +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 3) +// 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/ammo consumed when used on a bow/gun? +// 0 = No +// 1 = Yes +// 2 = Yes even for skills that do not specify arrow consumption when said +// skill is weapon-based and used with ranged weapons (auto-guesses which +// skills should consume ammo when it's acquired via a card or plagiarize) +arrow_decrement: 1 |