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authorFlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-24 09:13:50 +0000
committerFlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-09-24 09:13:50 +0000
commite17d1bfa00dcde02180df01edf7b028bf1c46432 (patch)
treec1a6d46f3ad2c9ae7b164803b5210ecdc2c5f6e8 /conf/battle/skill.conf
parentd080398382d6ce1f4a4635e6a9de460994323823 (diff)
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* 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
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+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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)
+//--------------------------------------------------------------
+
+// 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
+
+// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
+// Note: On Official servers, neither Dex nor Agi affect delay time
+delay_dependon_dex: no
+delay_dependon_agi: no
+
+// Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)
+// Note: Setting this to anything above 0 can stop speedhacks.
+min_skill_delay_limit: 100
+
+// Default skill delay for non-weapon based skills which have no delay specified.
+// This delay is also the min can't walk delay of all skills.
+// NOTE: Do not set this too low, if a character starts moving too soon after
+// doing a skill, the client will not update this, and the player/mob will
+// appear to "teleport" afterwards.
+default_skill_delay: 300
+
+//Completely disable skill delay of the following types (Note 3)
+//NOTE: By default mobs don't have the skill delay as specified in the skill
+// database, but follow their own 'reuse' skill delay which is specified on
+// the mob skill db. When set, the delay for all skills become
+// min_skill_delay_limit.
+no_skill_delay: 2
+
+// At what dex does the cast time become zero (instacast)?
+castrate_dex_scale: 150
+
+// Will normal attacks be able to ignore the delay after skills? (Note 1)
+skill_delay_attack_enable: yes
+
+// Range added to skills after their cast time finishes.
+// Decides how far away the target can walk away after the skill began casting before the skill fails.
+// 0 disables this range checking (default)
+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
+
+// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
+// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.
+// If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).
+// Default 14 (mobs + pets + homun)
+skillrange_by_distance: 14
+
+// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
+// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is
+// set, the range of all skills is 9 for monsters.
+skillrange_from_weapon: 14
+
+// Should a check on the caster's status be performed in all skill attacks?
+// When set to yes, meteors, storm gust and any other ground skills will have
+// no effect while the caster is unable to fight (eg: stunned).
+skill_caster_check: yes
+
+// Should ground placed skills be removed as soon as the caster dies? (Note 3)
+clear_skills_on_death: 0
+
+// Should ground placed skills be removed when the caster changes maps? (Note 3)
+clear_skills_on_warp: 15
+
+//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
+//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)
+//See db/skill_unit_db.txt for more info.
+defunit_not_enemy: no
+
+// Do skills do at least 'hits' damage when they don't miss/are blocked?
+//(for example, will firebolts always do "number of bolts" damage versus plants?)
+//Values (add as appropiate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
+skill_min_damage: 6
+
+// The delay rate of monk's combo (Note 2)
+combo_delay_rate: 100
+
+// Use alternate auto Counter Attack Skill Type? (Note 3)
+// For those characters on which it is set, 100% Critical,
+// Otherwise it disregard DEF and HIT+20, CRI*2
+auto_counter_type: 15
+
+// Can ground skills be placed on top of each other? (Note 3)
+// By default, skills with UF_NOREITERATION set cannot be stacked on top of
+// other skills, this setting will override that. (skill_unit_db)
+skill_reiteration: 0
+
+// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
+// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)
+skill_nofootset: 1
+
+// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
+// Default on official servers: yes for player-traps
+gvg_traps_target_all: 1
+
+// Some traps settings (add as necessary):
+// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.
+// (Invisible traps can be revealed through Hunter's Detecting skill)
+traps_setting: 0
+
+// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)
+// 1: Enable players to damage the floras outside of versus grounds.
+// 2: Disable having different types out at the same time
+// (eg: forbid summoning anything except hydras when there's already
+// one hydra out)
+summon_flora_setting: 3
+
+// Whether placed down skills will check walls (Note 1)
+// (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side)
+skill_wall_check: yes
+
+// When cloaking, Whether the wall is checked or not. (Note 1)
+// Note: When the skill does not checks for walls, you will always be considered
+// as if you had a wall-next to you (you always get the wall-based speed).
+// Add the settings as required, being hit always uncloaks you.
+//
+// 0 = doesn't check for walls
+// 1 = Check for walls
+// 2 = Cloaking is not cancelled when attacking.
+// 4 = Cloaking is not cancelled when using skills
+player_cloak_check_type: 1
+monster_cloak_check_type: 4
+
+// Can't place unlimited land skills at the same time (Note 3)
+land_skill_limit: 1
+
+//Determines which kind of skill-failed messages should be sent:
+// 1 - Disable all skill-failed messages.
+// 2 - Disable skill-failed messages due to can-act delays.
+// 4 - Disable failed message from Snatcher
+// 8 - Disable failed message from Envenom
+display_skill_fail: 2
+
+// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
+chat_warpportal: no
+
+// What should the wizard's "Sense" skill display on the defense fields?
+// 0: Do not show defense
+// 1: Base defense
+// 2: Vit/Int defense
+// 3: Both (the addition of both) [default]
+sense_type: 3
+
+// Which finger offensive style will be used?
+// 0 = Aegis style (single multi-hit attack)
+// 1 = Athena style (multiple consecutive attacks)
+finger_offensive_type: 0
+
+// Number of hits at a time that undead/fire elemental enemies receive from firewall.
+// NOTE: Officially, it is one hit at a time on a very fast rate, however eA's timer system
+// doesn't triggers enough "hits" to exhaust the firewall before the mob walks through it.
+// A value of 5 would suffice for a vertical firewall to take full effect on undead.
+firewall_hits_on_undead: 5
+
+// Grandcross Settings (Dont mess with these)
+// If set to no, hit interval is increased based on the amount of mobs standing on the same cell
+// (means that when there's stacked mobs in the same cell, they won't receive all hits)
+gx_allhit: no
+
+// 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
+
+// Remove trap type
+// 0 = Aegis system : Returns 1 'Trap' item
+// 1 = Athena system : Returns all items used to deploy the trap
+skill_removetrap_type: 0
+
+// Does using bow to do a backstab give a 50% damage penalty? (Note 1)
+backstab_bow_penalty: yes
+
+// Use kRO new steal formula? (favors skillv more than dex difference) (Note 1)
+skill_steal_type: yes
+
+// How many times you could try to steal from a mob.
+// Note: It helps to avoid stealing exploit on monsters with few rare items
+// Use 0 to disable (max allowed value is 255)
+skill_steal_max_tries: 0
+
+// Can Rogues plagiarize advanced job skills
+// 0 = no restriction
+// 1 = only stalker may plagiarize advanced skills
+// 2 = advanced skills cannot be plagiarized by anyone
+// Official servers setting: 2
+copyskill_restrict: 2
+
+// Does Berserk/Frenzy cancel other self-buffs when used?
+berserk_cancels_buffs: no
+
+// Level and Strength of "MVP heal". When someone casts a heal of this level or
+// above, the heal formula is bypassed and this value is used instead.
+max_heal: 9999
+max_heal_lv: 11
+
+// Emergency Recall Guild Skill setting (add as appropiate).
+// Note that for the skill to be usable at all,
+// you need at least one of 1/2 and 4/8
+// 1: Skill is usable outside of woe.
+// 2: Skill is usable during woe.
+// 4: Skill is usable outside of GvG grounds
+// 8: Skill is usable on GvG grounds
+//16: Disable skill from "nowarpto" maps
+// (it will work on GVG castles even if they are set to nowarpto, though)
+emergency_call: 11
+
+// Guild Aura Skills setting (add as appropiate).
+// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
+// Note that for the skill to be usable at all,
+// you need at least one of 1/2 and 4/8
+// 1: Skill works outside of woe.
+// 2: Skill works during woe.
+// 4: Skill works outside of GvG grounds
+// 8: Skill works on GvG grounds
+//16: Disable skill from affecting Guild Master
+guild_aura: 31
+
+// Max Possible Level of Monster skills
+// Note: If your MVPs are too tough, reduce it to 10.
+mob_max_skilllvl: 100
+
+// Allows players to skip menu when casting Teleport level 1
+// Menu contains two options. "Random" and "Cancel"
+skip_teleport_lv1_menu: no
+
+// Allow use of SG skills without proper day (Sun/Moon/Star) ?
+allow_skill_without_day: no
+
+// Allow use of ES-type magic on players?
+allow_es_magic_player: no
+
+// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
+sg_miracle_skill_ratio: 2
+
+// Miracle of the Sun, Moon and Stars skill duration in milliseconds
+sg_miracle_skill_duration: 3600000
+
+// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
+sg_angel_skill_ratio: 10