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-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--conf-tmpl/battle/battle.conf316
-rw-r--r--conf-tmpl/battle/drops.conf300
-rw-r--r--conf-tmpl/battle/exp.conf194
-rw-r--r--conf-tmpl/battle/gm.conf226
-rw-r--r--conf-tmpl/battle/guild.conf148
-rw-r--r--conf-tmpl/battle/items.conf172
-rw-r--r--conf-tmpl/battle/misc.conf244
-rw-r--r--conf-tmpl/battle/monster.conf322
-rw-r--r--conf-tmpl/battle/party.conf114
-rw-r--r--conf-tmpl/battle/pet.conf192
-rw-r--r--conf-tmpl/battle/player.conf280
12 files changed, 1256 insertions, 1255 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 4da1fe4df..235bba7e5 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -3,7 +3,8 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
-2006/04/28
+2006/04/18
+ * Converted the format of the battle conf files to windows format [Playtester]
* Shinomori's method (kinda) of remote script execution with interaction. [Lance]
2006/04/17
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
diff --git a/conf-tmpl/battle/drops.conf b/conf-tmpl/battle/drops.conf
index 57281614f..776114d62 100644
--- a/conf-tmpl/battle/drops.conf
+++ b/conf-tmpl/battle/drops.conf
@@ -1,150 +1,150 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//--------------------------------------------------------------
-
-// If an item is dropped, does it go stright into the users inventory? (Note 1)
-item_auto_get: no
-
-// How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
-flooritem_lifetime: 60000
-
-// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) (Note 3)
-item_first_get_time: 3000
-
-// Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) (Note 3)
-// (Takes effect after item_first_get_time elapses)
-item_second_get_time: 1000
-
-// Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) (Note 3)
-// (Takes effect after the item_second_get_time elapses)
-item_third_get_time: 1000
-
-// Grace time during which only the person who did the most damage to a MVP can get the item? (in milliseconds) (Note 3)
-mvp_item_first_get_time: 10000
-
-// Grace time during which only the first and second person who did the most damage to a MVP can get the item? (in milliseconds) (Note 3)
-// (Takes effect after mvp_item_first_get_time elapses)
-mvp_item_second_get_time: 10000
-
-// Grace time during which only the first, second and third person who did the most damage to a MVP can get the item (Note 3)
-// (Takes effect after mvp_item_second_get_time elapses)
-mvp_item_third_get_time: 2000
-
-// Item drop rates (Note 2) (Note 3 applies to the rate settings only)
-
-// The rate the common items are dropped (Items that are in the ETC tab, besides card)
-item_rate_common: 100
-item_drop_common_min: 1
-item_drop_common_max: 10000
-
-// The rate healing items are dropped (items that restore HP or SP)
-item_rate_heal: 100
-item_drop_heal_min: 1
-item_drop_heal_max: 10000
-
-// The rate at which usable items (in the item tab) other then healing items are dropped.
-item_rate_use: 100
-item_drop_use_min: 1
-item_drop_use_max: 10000
-
-// The rate at which equipment is dropped.
-item_rate_equip: 100
-item_drop_equip_min: 1
-item_drop_equip_max: 10000
-
-// The rate at which cards are dropped
-item_rate_card: 100
-item_drop_card_min: 1
-item_drop_card_max: 10000
-
-// The rate adjustment for the MVP items that the MVP gets directly in their inventory
-item_rate_mvp: 100
-item_drop_mvp_min: 1
-item_drop_mvp_max: 10000
-
-// The rate adjustment for card-granted item drops.
-item_rate_adddrop: 100
-item_drop_add_min: 1
-item_drop_add_max: 10000
-
-// Rate adjustment for Treasure Box drops (these override all other modifiers)
-item_rate_treasure: 100
-item_drop_treasure_min: 1
-item_drop_treasure_max: 10000
-
-// Use logarithmic drops? (Note 1)
-// Logarithmic drops scale drop rates in a non-linear fashion using the equation
-// Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
-// Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
-// Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
-// Y: Original Drop Rate
-// X: Rate drop modifier (eg: item_rate_equip)
-// X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
-// -----+---------------------------------------------------------------
-// 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92
-// 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
-// 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13
-// 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98
-// 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69
-// 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64
-// 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53
-//10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13
-//20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100%
-//50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%
-item_logarithmic_drops: no
-
-// Can the monster's drop rate become 0? (Note 1)
-drop_rate0item: yes
-
-// drop_by_luk: Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates. Note that both methods can be combined (the old method is applied first).
-
-//Old System. Your luk affects drop rates on an absolute basis. Setting to 100 means each luk adds 0.01% chance to find items (regardless of item's base drop rate).
-drops_by_luk: 0
-
-//Alternate System: Your luk affects the drop rates on a relative basis.
-//Setting to 100 means each luk adds 1% chance to find items
-//(So at 100 luk, everything will have double chance of dropping).
-drops_by_luk2: 0
-
-// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
-finding_ore_rate: 100
-
-// Whether or not Marine Spheres and Floras summoned by Alchemist will drop items (they never give exp)? (Note 1)
-// This setting has three available values:
-// - 0/no: Nothing drops.
-// - 1/yes: Only marine spheres drop items.
-// - 2: All alchemist summons drop items.
-alchemist_summon_reward: 1
-
-// Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
-// Note: It also announces STEAL skill usage with rare items
-// 0 = don't show announces at all
-// 1 = show announces for 0.01% drop chance items
-// 333 = show announces for 3.33% or lower drop chance items
-// 10000 = show announces for all items
-rare_drop_announce: 0
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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)
+// 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.
+//--------------------------------------------------------------
+
+// If an item is dropped, does it go stright into the users inventory? (Note 1)
+item_auto_get: no
+
+// How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
+flooritem_lifetime: 60000
+
+// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) (Note 3)
+item_first_get_time: 3000
+
+// Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) (Note 3)
+// (Takes effect after item_first_get_time elapses)
+item_second_get_time: 1000
+
+// Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) (Note 3)
+// (Takes effect after the item_second_get_time elapses)
+item_third_get_time: 1000
+
+// Grace time during which only the person who did the most damage to a MVP can get the item? (in milliseconds) (Note 3)
+mvp_item_first_get_time: 10000
+
+// Grace time during which only the first and second person who did the most damage to a MVP can get the item? (in milliseconds) (Note 3)
+// (Takes effect after mvp_item_first_get_time elapses)
+mvp_item_second_get_time: 10000
+
+// Grace time during which only the first, second and third person who did the most damage to a MVP can get the item (Note 3)
+// (Takes effect after mvp_item_second_get_time elapses)
+mvp_item_third_get_time: 2000
+
+// Item drop rates (Note 2) (Note 3 applies to the rate settings only)
+
+// The rate the common items are dropped (Items that are in the ETC tab, besides card)
+item_rate_common: 100
+item_drop_common_min: 1
+item_drop_common_max: 10000
+
+// The rate healing items are dropped (items that restore HP or SP)
+item_rate_heal: 100
+item_drop_heal_min: 1
+item_drop_heal_max: 10000
+
+// The rate at which usable items (in the item tab) other then healing items are dropped.
+item_rate_use: 100
+item_drop_use_min: 1
+item_drop_use_max: 10000
+
+// The rate at which equipment is dropped.
+item_rate_equip: 100
+item_drop_equip_min: 1
+item_drop_equip_max: 10000
+
+// The rate at which cards are dropped
+item_rate_card: 100
+item_drop_card_min: 1
+item_drop_card_max: 10000
+
+// The rate adjustment for the MVP items that the MVP gets directly in their inventory
+item_rate_mvp: 100
+item_drop_mvp_min: 1
+item_drop_mvp_max: 10000
+
+// The rate adjustment for card-granted item drops.
+item_rate_adddrop: 100
+item_drop_add_min: 1
+item_drop_add_max: 10000
+
+// Rate adjustment for Treasure Box drops (these override all other modifiers)
+item_rate_treasure: 100
+item_drop_treasure_min: 1
+item_drop_treasure_max: 10000
+
+// Use logarithmic drops? (Note 1)
+// Logarithmic drops scale drop rates in a non-linear fashion using the equation
+// Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
+// Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
+// Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
+// Y: Original Drop Rate
+// X: Rate drop modifier (eg: item_rate_equip)
+// X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
+// -----+---------------------------------------------------------------
+// 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92
+// 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
+// 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13
+// 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98
+// 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69
+// 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64
+// 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53
+//10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13
+//20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100%
+//50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%
+item_logarithmic_drops: no
+
+// Can the monster's drop rate become 0? (Note 1)
+drop_rate0item: yes
+
+// drop_by_luk: Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates. Note that both methods can be combined (the old method is applied first).
+
+//Old System. Your luk affects drop rates on an absolute basis. Setting to 100 means each luk adds 0.01% chance to find items (regardless of item's base drop rate).
+drops_by_luk: 0
+
+//Alternate System: Your luk affects the drop rates on a relative basis.
+//Setting to 100 means each luk adds 1% chance to find items
+//(So at 100 luk, everything will have double chance of dropping).
+drops_by_luk2: 0
+
+// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
+finding_ore_rate: 100
+
+// Whether or not Marine Spheres and Floras summoned by Alchemist will drop items (they never give exp)? (Note 1)
+// This setting has three available values:
+// - 0/no: Nothing drops.
+// - 1/yes: Only marine spheres drop items.
+// - 2: All alchemist summons drop items.
+alchemist_summon_reward: 1
+
+// Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
+// Note: It also announces STEAL skill usage with rare items
+// 0 = don't show announces at all
+// 1 = show announces for 0.01% drop chance items
+// 333 = show announces for 3.33% or lower drop chance items
+// 10000 = show announces for all items
+rare_drop_announce: 0
diff --git a/conf-tmpl/battle/exp.conf b/conf-tmpl/battle/exp.conf
index b9d5708aa..0d585028b 100644
--- a/conf-tmpl/battle/exp.conf
+++ b/conf-tmpl/battle/exp.conf
@@ -1,97 +1,97 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//Note 4: The max level of classes is specified in the exp table.
-// See files db/exp.txt and db/exp2.txt to change them.
-//--------------------------------------------------------------
-
-// Rate at which exp. is given. (Note 2) (Note 3)
-base_exp_rate: 100
-
-// Rate at which job exp. is given. (Note 2) (Note 3)
-job_exp_rate: 100
-
-// Turn this on to allow a player to level up more than once from a kill. (Note 1)
-multi_level_up: no
-
-// Setting this can cap the max experience one can get per kill specified as a
-// % of the current exp bar. (Every 10 = 1.0%)
-// For example, set it to 500 and no matter how much exp the mob gives,
-// it can never give you above half of your current exp bar.
-max_exp_gain_rate: 0
-
-//Method of calculating earned experience when defeating a monster:
-//0 - jAthena's (uses damage given / total damage as damage ratio)
-//1 - eAthena's (uses damage given / max_hp as damage ratio)
-exp_calc_type: 0
-
-// MVP bonus exp rate. (Note 2) (Note 3)
-mvp_exp_rate: 100
-
-// The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
-// The balance of the exp. rate is best used with 5 to 10)
-heal_exp: 0
-
-// The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
-// Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
-resurrection_exp: 0
-
-// The rate of job exp. when using discount and overcharge on an NPC
-// (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
-// The way it is calculated is (money recieved * skill lv) * shop_exp / 10000.
-shop_exp: 0
-
-// PVP exp. Do players get exp in PvP maps
-// (Note: NOT exp from players, but from normal leveling)
-pvp_exp: yes
-
-// When a player dies, how should we penalize them?
-// 0 = No penalty.
-// 1 = Lose % of current level when killed.
-// 2 = Lose % of total experience when killed.
-death_penalty_type: 1
-
-// Base exp. penalty rate (Each 100 is 1% of their exp)
-death_penalty_base: 100
-
-// Job exp. penalty rate (Each 100 is 1% of their exp)
-death_penalty_job: 100
-
-// When a player dies, how much zeny should we penalize them with? (Note 3)
-// NOTE: It is a percentage of their zeny, so 100 = 1%
-zeny_penalty: 0
-
-// Will display experience gained from killing a monster. (Note 1)
-disp_experience: no
-
-// Will display zeny earned (from mobs, trades, etc) (Note 1)
-disp_zeny: no
-
-// Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
-// If no, an equation will be used which preserves statpoints earned/lost
-// through external means (ie: stat point buyers/sellers)
-use_statpoint_table: 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)
+// 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.
+//Note 4: The max level of classes is specified in the exp table.
+// See files db/exp.txt and db/exp2.txt to change them.
+//--------------------------------------------------------------
+
+// Rate at which exp. is given. (Note 2) (Note 3)
+base_exp_rate: 100
+
+// Rate at which job exp. is given. (Note 2) (Note 3)
+job_exp_rate: 100
+
+// Turn this on to allow a player to level up more than once from a kill. (Note 1)
+multi_level_up: no
+
+// Setting this can cap the max experience one can get per kill specified as a
+// % of the current exp bar. (Every 10 = 1.0%)
+// For example, set it to 500 and no matter how much exp the mob gives,
+// it can never give you above half of your current exp bar.
+max_exp_gain_rate: 0
+
+//Method of calculating earned experience when defeating a monster:
+//0 - jAthena's (uses damage given / total damage as damage ratio)
+//1 - eAthena's (uses damage given / max_hp as damage ratio)
+exp_calc_type: 0
+
+// MVP bonus exp rate. (Note 2) (Note 3)
+mvp_exp_rate: 100
+
+// The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
+// The balance of the exp. rate is best used with 5 to 10)
+heal_exp: 0
+
+// The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
+// Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
+resurrection_exp: 0
+
+// The rate of job exp. when using discount and overcharge on an NPC
+// (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
+// The way it is calculated is (money recieved * skill lv) * shop_exp / 10000.
+shop_exp: 0
+
+// PVP exp. Do players get exp in PvP maps
+// (Note: NOT exp from players, but from normal leveling)
+pvp_exp: yes
+
+// When a player dies, how should we penalize them?
+// 0 = No penalty.
+// 1 = Lose % of current level when killed.
+// 2 = Lose % of total experience when killed.
+death_penalty_type: 1
+
+// Base exp. penalty rate (Each 100 is 1% of their exp)
+death_penalty_base: 100
+
+// Job exp. penalty rate (Each 100 is 1% of their exp)
+death_penalty_job: 100
+
+// When a player dies, how much zeny should we penalize them with? (Note 3)
+// NOTE: It is a percentage of their zeny, so 100 = 1%
+zeny_penalty: 0
+
+// Will display experience gained from killing a monster. (Note 1)
+disp_experience: no
+
+// Will display zeny earned (from mobs, trades, etc) (Note 1)
+disp_zeny: no
+
+// Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
+// If no, an equation will be used which preserves statpoints earned/lost
+// through external means (ie: stat point buyers/sellers)
+use_statpoint_table: yes
diff --git a/conf-tmpl/battle/gm.conf b/conf-tmpl/battle/gm.conf
index 34630da1b..cf16b3b45 100644
--- a/conf-tmpl/battle/gm.conf
+++ b/conf-tmpl/battle/gm.conf
@@ -1,113 +1,113 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//--------------------------------------------------------------
-
-// The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
-atcommand_spawn_quantity_limit: 100
-
-// Maximum number of slave-clones that can be have by using the @slaveclone at command. (0 denotes unlimited quantity)
-atcommand_slave_clone_limit: 25
-
-// [GM] Can use all skills? (No or mimimum GM level)
-gm_all_skill: no
-
-// [GM] Can use all abracadabra skills? (No minimum GM level)
-gm_all_skill_add_abra: no
-
-// [GM] Can equip anything? (No or minimum GM level, can cause client errors.)
-gm_all_equipment: no
-
-// [GM] Can use skills without meeting the required conditions (no
-// blue gems? no or minimum GM level to bypass requirements.
-gm_skill_unconditional: no
-
-// [GM] Can join a password protected chat? (No or mimimum GM level)
-gm_join_chat: no
-
-// [GM] Can't be kicked from a chat? (No or mimimum GM level)
-gm_kick_chat: no
-
-// (@) GM Commands available only to GM's? (Note 1)
-// set to 'No', Normal players (gm level 0) can use GM commands _IF_ you set the command level to 0.
-// set to 'Yes', Normal players (gm level 0) can never use a GM command even if you set the command level to 0.
-atcommand_gm_only: no
-
-// Is the character of a GM account set as the object of a display by @ command etc. or not?
-hide_GM_session: no
-
-// Ban people that try to use an other name of its name (spoof name).
-// Duration of the ban, in minutes (default: 5). Value from 0 to 32767
-// to disable the ban, set 0
-ban_spoof_namer: 5
-
-// Ban people that try trade dupe.
-// Duration of the ban, in minutes (default: 5). Value from 0 to 32767
-// to disable the ban, set 0
-ban_hack_trade: 5
-
-// Set here minimum level of a (online) GM that can receive all informations about any player that try to hack, spoof a name, etc.
-// Values are from 0 to 100.
-// 100: disable information
-// 0: send to any people, including normal players
-// default: 60, according to GM definition in atcommand_athena.conf
-hack_info_GM_level: 60
-
-// Set here the minimum GM level to disable the nowarp (from) and nowarpto (to) flags.
-// This option is mainly used in AT_commands (@memo, @warp, @charwarp, @go, etc...). All GM commands used to move or set a new map check nowarp and nowarpto flags.
-// default: 20 (first level after normal player or super'normal' player)
-any_warp_GM_min_level: 20
-
-// Allow GM commands to be used when muted?
-allow_atcommand_when_mute: yes
-
-// The minimum level for a GM to be unable to distribyte items.
-// You should set this to the same level @item is set to in the atcommand.conf
-// NEVER SET THIS VALUE TO 0, or you will block drop/trade for normal players
-gm_cant_drop_min_lv: 1
-
-//The trust level for your GMs. Any GMs ABOVE this level will be able to distribute items
-//ie: Use Storage/Guild Storage, Drop Items, Use Vend, Trade items.
-gm_cant_drop_max_lv: 98
-
-// Minimum GM level to see the hp of every player? (Default: 60)
-// no/0 can be used to disable it.
-disp_hpmeter: 0
-
-// At what GM level can users see Account/Character IDs in the @who command?
-who_display_aid: 40
-
-// Players Titles (check msg_athena.conf for title strings)
-// You may assign different titles for your Players and GMs
-title_lvl1: 1
-title_lvl2: 10
-title_lvl3: 20
-title_lvl4: 40
-title_lvl5: 50
-title_lvl6: 60
-title_lvl7: 80
-title_lvl8: 99
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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)
+// 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.
+//--------------------------------------------------------------
+
+// The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
+atcommand_spawn_quantity_limit: 100
+
+// Maximum number of slave-clones that can be have by using the @slaveclone at command. (0 denotes unlimited quantity)
+atcommand_slave_clone_limit: 25
+
+// [GM] Can use all skills? (No or mimimum GM level)
+gm_all_skill: no
+
+// [GM] Can use all abracadabra skills? (No minimum GM level)
+gm_all_skill_add_abra: no
+
+// [GM] Can equip anything? (No or minimum GM level, can cause client errors.)
+gm_all_equipment: no
+
+// [GM] Can use skills without meeting the required conditions (no
+// blue gems? no or minimum GM level to bypass requirements.
+gm_skill_unconditional: no
+
+// [GM] Can join a password protected chat? (No or mimimum GM level)
+gm_join_chat: no
+
+// [GM] Can't be kicked from a chat? (No or mimimum GM level)
+gm_kick_chat: no
+
+// (@) GM Commands available only to GM's? (Note 1)
+// set to 'No', Normal players (gm level 0) can use GM commands _IF_ you set the command level to 0.
+// set to 'Yes', Normal players (gm level 0) can never use a GM command even if you set the command level to 0.
+atcommand_gm_only: no
+
+// Is the character of a GM account set as the object of a display by @ command etc. or not?
+hide_GM_session: no
+
+// Ban people that try to use an other name of its name (spoof name).
+// Duration of the ban, in minutes (default: 5). Value from 0 to 32767
+// to disable the ban, set 0
+ban_spoof_namer: 5
+
+// Ban people that try trade dupe.
+// Duration of the ban, in minutes (default: 5). Value from 0 to 32767
+// to disable the ban, set 0
+ban_hack_trade: 5
+
+// Set here minimum level of a (online) GM that can receive all informations about any player that try to hack, spoof a name, etc.
+// Values are from 0 to 100.
+// 100: disable information
+// 0: send to any people, including normal players
+// default: 60, according to GM definition in atcommand_athena.conf
+hack_info_GM_level: 60
+
+// Set here the minimum GM level to disable the nowarp (from) and nowarpto (to) flags.
+// This option is mainly used in AT_commands (@memo, @warp, @charwarp, @go, etc...). All GM commands used to move or set a new map check nowarp and nowarpto flags.
+// default: 20 (first level after normal player or super'normal' player)
+any_warp_GM_min_level: 20
+
+// Allow GM commands to be used when muted?
+allow_atcommand_when_mute: yes
+
+// The minimum level for a GM to be unable to distribyte items.
+// You should set this to the same level @item is set to in the atcommand.conf
+// NEVER SET THIS VALUE TO 0, or you will block drop/trade for normal players
+gm_cant_drop_min_lv: 1
+
+//The trust level for your GMs. Any GMs ABOVE this level will be able to distribute items
+//ie: Use Storage/Guild Storage, Drop Items, Use Vend, Trade items.
+gm_cant_drop_max_lv: 98
+
+// Minimum GM level to see the hp of every player? (Default: 60)
+// no/0 can be used to disable it.
+disp_hpmeter: 0
+
+// At what GM level can users see Account/Character IDs in the @who command?
+who_display_aid: 40
+
+// Players Titles (check msg_athena.conf for title strings)
+// You may assign different titles for your Players and GMs
+title_lvl1: 1
+title_lvl2: 10
+title_lvl3: 20
+title_lvl4: 40
+title_lvl5: 50
+title_lvl6: 60
+title_lvl7: 80
+title_lvl8: 99
diff --git a/conf-tmpl/battle/guild.conf b/conf-tmpl/battle/guild.conf
index 2c208163d..c02f4ce96 100644
--- a/conf-tmpl/battle/guild.conf
+++ b/conf-tmpl/battle/guild.conf
@@ -1,74 +1,74 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//--------------------------------------------------------------
-
-// When making a guild, an Emperium is consumed? (Note 1)
-guild_emperium_check: yes
-
-// Rate at which taxed experience is earned. (Note 2)
-// For example, if set to 200, all experience that is taxed from players is doubled before adding it to the guild.
-guild_exp_rate: 100
-
-// Maximum tax limit on a guild member.
-guild_exp_limit: 50
-
-// Maximum castles one guild can own (0 - unlimited)
-guild_max_castles: 0
-
-// Damage adjustments for WOE battles against defending Guild monsters (Note 2)
-castle_defense_rate: 100
-
-// Melee damage adjustments (non skills) for WoE battles (Guild Vs Guild) (Note 2)
-gvg_short_attack_damage_rate: 100
-
-// Ranged damage adjustments (non skills) for WoE battles (Guild Vs Guild) (Note 2)
-gvg_long_attack_damage_rate: 75
-
-// Weapon skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
-gvg_weapon_attack_damage_rate: 60
-
-// Magic skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
-gvg_magic_attack_damage_rate: 50
-
-// Misc skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
-gvg_misc_attack_damage_rate: 60
-
-// Flee penalty on gvg grounds. Official value is 20 (Note 2)
-// NOTE: It's %, not absolute, so 20 is -20% of your total flee
-gvg_flee_penalty: 20
-
-// When the emperium is broken with WoE mode on, How Long Before The
-// Declaration Of Castle Owner and Removal of Monsters/Players from
-// Castle. (in milliseconds) (Note 3)
-gvg_eliminate_time: 7000
-
-// Can the 'Glory of Guild' skill be learnt in the Guild window,
-// and does changing emblems require it? (Note 1)
-// P.S: This new guild skill only appears for 2004-10-25aSakexe or newer
-// P.S 2: This skill is not implemented on official servers, so its only optional
-require_glory_guild: no
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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)
+// 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.
+//--------------------------------------------------------------
+
+// When making a guild, an Emperium is consumed? (Note 1)
+guild_emperium_check: yes
+
+// Rate at which taxed experience is earned. (Note 2)
+// For example, if set to 200, all experience that is taxed from players is doubled before adding it to the guild.
+guild_exp_rate: 100
+
+// Maximum tax limit on a guild member.
+guild_exp_limit: 50
+
+// Maximum castles one guild can own (0 - unlimited)
+guild_max_castles: 0
+
+// Damage adjustments for WOE battles against defending Guild monsters (Note 2)
+castle_defense_rate: 100
+
+// Melee damage adjustments (non skills) for WoE battles (Guild Vs Guild) (Note 2)
+gvg_short_attack_damage_rate: 100
+
+// Ranged damage adjustments (non skills) for WoE battles (Guild Vs Guild) (Note 2)
+gvg_long_attack_damage_rate: 75
+
+// Weapon skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_weapon_attack_damage_rate: 60
+
+// Magic skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_magic_attack_damage_rate: 50
+
+// Misc skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_misc_attack_damage_rate: 60
+
+// Flee penalty on gvg grounds. Official value is 20 (Note 2)
+// NOTE: It's %, not absolute, so 20 is -20% of your total flee
+gvg_flee_penalty: 20
+
+// When the emperium is broken with WoE mode on, How Long Before The
+// Declaration Of Castle Owner and Removal of Monsters/Players from
+// Castle. (in milliseconds) (Note 3)
+gvg_eliminate_time: 7000
+
+// Can the 'Glory of Guild' skill be learnt in the Guild window,
+// and does changing emblems require it? (Note 1)
+// P.S: This new guild skill only appears for 2004-10-25aSakexe or newer
+// P.S 2: This skill is not implemented on official servers, so its only optional
+require_glory_guild: no
diff --git a/conf-tmpl/battle/items.conf b/conf-tmpl/battle/items.conf
index bcb8f11d9..1b839e69d 100644
--- a/conf-tmpl/battle/items.conf
+++ b/conf-tmpl/battle/items.conf
@@ -1,86 +1,86 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//--------------------------------------------------------------
-
-// The highest value at which an item can be sold via the merchant vend skill. (in zeny) (Note 3)
-vending_max_value: 1000000000
-
-// Show the buyer's name when successfully vended an item
-buyer_name: yes
-
-// Forging success rate. (Note 2)
-weapon_produce_rate: 100
-
-// Prepare Potion success rate. (Note 2)
-potion_produce_rate: 100
-
-// Do produced items have the maker's name on them? (Note 1)
-produce_item_name_input: yes
-
-// Do produced potions have the maker's name on them? (Note 1)
-produce_potion_name_input: yes
-
-// Do crafted arrows have the maker's name on them? (Note 1)
-making_arrow_name_input: no
-
-// Do created holy waters have the maker's name on it? (Note 1)
-holywater_name_input: no
-
-// Do created poison bottles have the maker's name on it? (Note 1)
-cdp_name_input: no
-
-// Is a monster summoned via dead branch aggressive? (Note 1)
-dead_branch_active: yes
-
-// Are summoned monsters level greater then your base level? (dead branches) (Note 1)
-random_monster_checklv: yes
-
-// Can any player equip any item regardless of the gender restrictions
-// NOTE: Wedding Rings and Whips/Musical Instruments will check gender regardless of setting.
-ignore_items_gender: yes
-
-// Item check? (Note 1)
-// When logged in or moving in map if the item the player is holding isn't correct there will be a check.
-item_check: no
-
-// How much time must pass between item uses?
-// Only affects the delay between using items, prevents healing item abuse. Recommended ~500 ms
-item_use_interval: 0
-
-// The ghostring fix makes mob attacks not be affected by ghostring armor wearing players.
-mob_ghostring_fix: yes
-
-// Does the Golden Thief Bug card only work during pvp?
-// no or 0 - gtb works all the time
-// 1 - 100 - percentage of magic damage reduced only during pvp (or gvg)
-gtb_pvp_only: no
-
-// Enable autospell card effects to stack?
-// NOTE: Different cards that grant the same skill will both
-// always work independently of each other regardless of setting.
-autospell_stacking: no
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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)
+// 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.
+//--------------------------------------------------------------
+
+// The highest value at which an item can be sold via the merchant vend skill. (in zeny) (Note 3)
+vending_max_value: 1000000000
+
+// Show the buyer's name when successfully vended an item
+buyer_name: yes
+
+// Forging success rate. (Note 2)
+weapon_produce_rate: 100
+
+// Prepare Potion success rate. (Note 2)
+potion_produce_rate: 100
+
+// Do produced items have the maker's name on them? (Note 1)
+produce_item_name_input: yes
+
+// Do produced potions have the maker's name on them? (Note 1)
+produce_potion_name_input: yes
+
+// Do crafted arrows have the maker's name on them? (Note 1)
+making_arrow_name_input: no
+
+// Do created holy waters have the maker's name on it? (Note 1)
+holywater_name_input: no
+
+// Do created poison bottles have the maker's name on it? (Note 1)
+cdp_name_input: no
+
+// Is a monster summoned via dead branch aggressive? (Note 1)
+dead_branch_active: yes
+
+// Are summoned monsters level greater then your base level? (dead branches) (Note 1)
+random_monster_checklv: yes
+
+// Can any player equip any item regardless of the gender restrictions
+// NOTE: Wedding Rings and Whips/Musical Instruments will check gender regardless of setting.
+ignore_items_gender: yes
+
+// Item check? (Note 1)
+// When logged in or moving in map if the item the player is holding isn't correct there will be a check.
+item_check: no
+
+// How much time must pass between item uses?
+// Only affects the delay between using items, prevents healing item abuse. Recommended ~500 ms
+item_use_interval: 0
+
+// The ghostring fix makes mob attacks not be affected by ghostring armor wearing players.
+mob_ghostring_fix: yes
+
+// Does the Golden Thief Bug card only work during pvp?
+// no or 0 - gtb works all the time
+// 1 - 100 - percentage of magic damage reduced only during pvp (or gvg)
+gtb_pvp_only: no
+
+// Enable autospell card effects to stack?
+// NOTE: Different cards that grant the same skill will both
+// always work independently of each other regardless of setting.
+autospell_stacking: no
diff --git a/conf-tmpl/battle/misc.conf b/conf-tmpl/battle/misc.conf
index 724eaa361..6e1e7aaa8 100644
--- a/conf-tmpl/battle/misc.conf
+++ b/conf-tmpl/battle/misc.conf
@@ -1,122 +1,122 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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.
-//--------------------------------------------------------------
-
-// PK Server Mode. Turns entire server pvp(excluding towns). Experience loss is doubled if killed by another player.
-// When players hunt monsters over 20 levels higher, they will receive 15% additional exp., and 25% chance of receiving more items.
-// There is a nopvp.txt for setting up maps not to have pk on in this mode. Novices cannot be attacked and cannot attack.
-// Normal pvp counter and rank display are disabled as well.
-pk_mode: no
-
-//Enable manner/karma system?
-manner_system: yes
-
-// For PK Server Mode. Change this to define the minimum level players can start PK-ing
-pk_min_level: 55
-
-// For PK Server Mode. It specifies the maximum level difference between
-// players to let them attack each other. 0 disables said limit.
-pk_level_range: 0
-
-// Allow muting of players?
-muting_players: yes
-
-// Display skill usage/errors in console? (for debug only) (default: off) (Note 4)
-skill_log: 0
-
-// Display battle log? (for debug only) (default: off) (Note 1)
-battle_log: off
-
-// Display save log? (for debug only) (default: off) (Note 1)
-save_log: off
-
-// Display errors? (for debug only) (default: off) (Note 1)
-error_log: on
-
-// Display other stuff? (for debug only) (default: off) (Note 1)
-etc_log: off
-
-// You can turn the following 5 settings off if you don't need them,
-// or if you're experiencing problems with GRF loading
-//
-// Override item names from GRF file? (Note 1)
-item_name_override_grffile: no
-//
-// Override item equip positions from GRF file? (Note 1)
-item_equip_override_grffile: no
-//
-// Override item slots from GRF file? (Note 1)
-item_slots_override_grffile: no
-//
-// Override 'indoors' mapflags from GRF file? (Note 1)
-indoors_override_grffile: no
-//
-// Override SP used per level from GRF file? (Note 1)
-// Turn this off if you have a customised skill_require_db.txt
-skill_sp_override_grffile: no
-//
-// Read card illustrations from GRF file? (Note 1)
-cardillust_read_grffile: yes
-
-// Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1)
-warp_point_debug: no
-
-// Choose if server begin with night (yes) or day (no)
-night_at_start: no
-
-// Define duration in msec of the day (default: 7200000 = 2 hours)
-// Set to 0 to disable day cycle (but not @day GM command).
-// Except 0, minimum is 60000 (1 minute) (Note 3)
-day_duration: 0
-
-// Define duration in msec of the night (default: 1800000 = 30 min)
-// Set to 0 to disable night cycle (but not @night GM command).
-// Except 0, minimum is 60000 (1 minute) (Note 3)
-night_duration: 0
-
-// Using duel on pvp-maps
-duel_allow_pvp: no
-
-// Using duel on gvg-maps
-duel_allow_gvg: no
-
-// Allow using teleport/warp when dueling
-duel_allow_teleport: no
-
-// Autoleave duel when die
-duel_autoleave_when_die: yes
-
-// Delay between using @duel in minutes
-duel_time_interval: 60
-
-// Determines max number of characters that can stack within a single cell.
-// NOTE: For this setting to make effect you have to use a server compiled with
-// Cell Stack Limit support (see src/map/map.h)
-cell_stack_limit: 1
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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.
+//--------------------------------------------------------------
+
+// PK Server Mode. Turns entire server pvp(excluding towns). Experience loss is doubled if killed by another player.
+// When players hunt monsters over 20 levels higher, they will receive 15% additional exp., and 25% chance of receiving more items.
+// There is a nopvp.txt for setting up maps not to have pk on in this mode. Novices cannot be attacked and cannot attack.
+// Normal pvp counter and rank display are disabled as well.
+pk_mode: no
+
+//Enable manner/karma system?
+manner_system: yes
+
+// For PK Server Mode. Change this to define the minimum level players can start PK-ing
+pk_min_level: 55
+
+// For PK Server Mode. It specifies the maximum level difference between
+// players to let them attack each other. 0 disables said limit.
+pk_level_range: 0
+
+// Allow muting of players?
+muting_players: yes
+
+// Display skill usage/errors in console? (for debug only) (default: off) (Note 4)
+skill_log: 0
+
+// Display battle log? (for debug only) (default: off) (Note 1)
+battle_log: off
+
+// Display save log? (for debug only) (default: off) (Note 1)
+save_log: off
+
+// Display errors? (for debug only) (default: off) (Note 1)
+error_log: on
+
+// Display other stuff? (for debug only) (default: off) (Note 1)
+etc_log: off
+
+// You can turn the following 5 settings off if you don't need them,
+// or if you're experiencing problems with GRF loading
+//
+// Override item names from GRF file? (Note 1)
+item_name_override_grffile: no
+//
+// Override item equip positions from GRF file? (Note 1)
+item_equip_override_grffile: no
+//
+// Override item slots from GRF file? (Note 1)
+item_slots_override_grffile: no
+//
+// Override 'indoors' mapflags from GRF file? (Note 1)
+indoors_override_grffile: no
+//
+// Override SP used per level from GRF file? (Note 1)
+// Turn this off if you have a customised skill_require_db.txt
+skill_sp_override_grffile: no
+//
+// Read card illustrations from GRF file? (Note 1)
+cardillust_read_grffile: yes
+
+// Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1)
+warp_point_debug: no
+
+// Choose if server begin with night (yes) or day (no)
+night_at_start: no
+
+// Define duration in msec of the day (default: 7200000 = 2 hours)
+// Set to 0 to disable day cycle (but not @day GM command).
+// Except 0, minimum is 60000 (1 minute) (Note 3)
+day_duration: 0
+
+// Define duration in msec of the night (default: 1800000 = 30 min)
+// Set to 0 to disable night cycle (but not @night GM command).
+// Except 0, minimum is 60000 (1 minute) (Note 3)
+night_duration: 0
+
+// Using duel on pvp-maps
+duel_allow_pvp: no
+
+// Using duel on gvg-maps
+duel_allow_gvg: no
+
+// Allow using teleport/warp when dueling
+duel_allow_teleport: no
+
+// Autoleave duel when die
+duel_autoleave_when_die: yes
+
+// Delay between using @duel in minutes
+duel_time_interval: 60
+
+// Determines max number of characters that can stack within a single cell.
+// NOTE: For this setting to make effect you have to use a server compiled with
+// Cell Stack Limit support (see src/map/map.h)
+cell_stack_limit: 1
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf
index bcca6e6e8..70ff5f7c2 100644
--- a/conf-tmpl/battle/monster.conf
+++ b/conf-tmpl/battle/monster.conf
@@ -1,161 +1,161 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//--------------------------------------------------------------
-
-// Enemy's Critical Rate (use 0 to disable non-skill criticals) (Note 2)
-// Note: In Official servers enemies don't get criticals other than through skills.
-enemy_critical_rate: 0
-
-// Are enemy attacks effected by their strength? (Note 1)
-enemy_str: yes
-
-// Can enemies have perfect flee? (Note 1)
-enemy_perfect_flee: no
-
-// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
-mvp_hp_rate: 100
-
-// The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
-monster_hp_rate: 100
-
-// The maximum attack speed of a monster
-monster_max_aspd: 199
-
-// Defines various mob AI related settings. The mask bits are (add to include multiple settings)
-// 1: If disabled, mobs use Aegis-type path searching, that is, they only move on straight
-// lines, and will only change their destination tile after arriving to the previous one.
-// When enabled mobs use more dynamic and complex path searching to chase a player
-// (they still must be within line of sight to start chasing)
-// 2: Makes mob use their "rude attack" skill (usually warping away) if they are attacked and they
-// can't attack back regardless of how they were attacked (eg: GrimTooth), otherwise, their
-// rude attack" is only activated if they can't melee reach the target (eg: sniping)
-// 4: If not set, mobs that can change target only do so when melee attacked (distance player/mob < 3),
-// otherwise mobs may change target and chase ranged attackers. This flag also overrides the 'provoke' target.
-// 8: If set, when a mob loses track of their target, they stop walking inmediately. Otherwise, they continue
-// to their last target tile. When set mobs also scatter as soon as they lose their target. Use this mode to
-// make it much harder to mob-train by hiding and collecting them on a single spot (ie: GrimTooth training)
-//16: If set, mob skills defined for friends will also trigger on themselves.
-//32: When set, the monster ai is executed for all monsters in maps that have
-// players on them, instead of only for mobs who are in the vecinity of players.
-monster_ai: 0
-
-// Allow monsters to be aggresive and attack first? (Note 1)
-monster_active_enable: yes
-
-// Monster damage delay rate (Note 1)
-// Setting to no/0 is like they always have endure.
-monster_damage_delay_rate: 100
-
-// Looting monster actions.
-// 0 = Monster will consume the item.
-// 1 = Monster will not consume the item.
-monster_loot_type: 0
-
-// Chance of mob casting a skill (Note 2)
-// Higher rates lead to 100% mob skill usage with no/few normal attacks.
-// Set to 0 to disable mob skills.
-mob_skill_rate: 100
-
-// Mob skill delay adjust (Note 2)
-// After a mob has casted a skill, there is a delay before being able to
-// re-cast it. Note that skills with a delay of 0 can't be affected by this
-// setting.
-mob_skill_delay: 100
-
-// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
-mob_count_rate: 100
-
-// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
-//Note: This does not affects mobs with inmediate respawn (most normal mobs)
-mob_spawn_rate: 100
-plant_spawn_rate: 100
-boss_spawn_rate: 100
-
-// Should mobs not spawn within the viewing range of players?
-// 0 is disabled, otherwise it is the number of retries before giving up
-// and spawning the mob within player-view anyway, unless the max (50) is used,
-// in which case the mob will not be spawned, and it'll be retried again in
-// 5 seconds.
-no_spawn_on_player: 0
-
-// Do summon slaves inherit the passive/aggressive traits of their master? (Note 1)
-slaves_inherit_mode: yes
-
-// Do summon slaves have the same walking speed as their master? (Note 1)
-// NOTE: The default is yes for official servers.
-slaves_inherit_speed: yes
-
-// Will summoned monsters (alchemists, or @summon'ed monsters) inherit
-// the master's auto-spells and auto-effects properties? (Note 1)
-summons_inherit_effects: yes
-
-// When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
-// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
-retaliate_to_master: yes
-
-// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
-// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
-// mob has a skill that is triggered by skill C, then A will be the target of
-// the skill, otherwise B will be targetted by the reaction skill.
-mob_changetarget_byskill: no
-
-// If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
-monster_class_change_full_recover: no
-
-// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
-// Will not display guardian or emperium hp.
-show_mob_hp: no
-
-// Zeny from mobs
-zeny_from_mobs: no
-
-// Monsters level up (monster will level up each time a player is killed and they will grow stronger)
-// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
-// NOTE: Does not apply to WoE Guardians.
-mobs_level_up: no
-mobs_level_up_exp_rate: 1
-
-// Dynamic Mobs Options
-// Use dynamic mobs? (recommended for small-medium sized servers)
-dynamic_mobs: yes
-
-// Remove Mobs even if they are hurt
-mob_remove_damaged: yes
-
-// Delay before removing mobs from empty maps (default 5 min = 300 secs)
-mob_remove_delay: 300000
-
-// Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off)
-// Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10.
-mob_clear_delay: 0
-
-// Defines on who the mob npc_event gets executed when a mob is killed.
-// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
-// Type 0: On the player that did the most damage to the mob.
-// NOTE: This affects who gains the Castle when the Emperium is broken.
-mob_npc_event_type: 1
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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)
+// 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.
+//--------------------------------------------------------------
+
+// Enemy's Critical Rate (use 0 to disable non-skill criticals) (Note 2)
+// Note: In Official servers enemies don't get criticals other than through skills.
+enemy_critical_rate: 0
+
+// Are enemy attacks effected by their strength? (Note 1)
+enemy_str: yes
+
+// Can enemies have perfect flee? (Note 1)
+enemy_perfect_flee: no
+
+// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
+mvp_hp_rate: 100
+
+// The HP rate of normal monsters (that is monsters that are not MVP's) (Note 2)
+monster_hp_rate: 100
+
+// The maximum attack speed of a monster
+monster_max_aspd: 199
+
+// Defines various mob AI related settings. The mask bits are (add to include multiple settings)
+// 1: If disabled, mobs use Aegis-type path searching, that is, they only move on straight
+// lines, and will only change their destination tile after arriving to the previous one.
+// When enabled mobs use more dynamic and complex path searching to chase a player
+// (they still must be within line of sight to start chasing)
+// 2: Makes mob use their "rude attack" skill (usually warping away) if they are attacked and they
+// can't attack back regardless of how they were attacked (eg: GrimTooth), otherwise, their
+// rude attack" is only activated if they can't melee reach the target (eg: sniping)
+// 4: If not set, mobs that can change target only do so when melee attacked (distance player/mob < 3),
+// otherwise mobs may change target and chase ranged attackers. This flag also overrides the 'provoke' target.
+// 8: If set, when a mob loses track of their target, they stop walking inmediately. Otherwise, they continue
+// to their last target tile. When set mobs also scatter as soon as they lose their target. Use this mode to
+// make it much harder to mob-train by hiding and collecting them on a single spot (ie: GrimTooth training)
+//16: If set, mob skills defined for friends will also trigger on themselves.
+//32: When set, the monster ai is executed for all monsters in maps that have
+// players on them, instead of only for mobs who are in the vecinity of players.
+monster_ai: 0
+
+// Allow monsters to be aggresive and attack first? (Note 1)
+monster_active_enable: yes
+
+// Monster damage delay rate (Note 1)
+// Setting to no/0 is like they always have endure.
+monster_damage_delay_rate: 100
+
+// Looting monster actions.
+// 0 = Monster will consume the item.
+// 1 = Monster will not consume the item.
+monster_loot_type: 0
+
+// Chance of mob casting a skill (Note 2)
+// Higher rates lead to 100% mob skill usage with no/few normal attacks.
+// Set to 0 to disable mob skills.
+mob_skill_rate: 100
+
+// Mob skill delay adjust (Note 2)
+// After a mob has casted a skill, there is a delay before being able to
+// re-cast it. Note that skills with a delay of 0 can't be affected by this
+// setting.
+mob_skill_delay: 100
+
+// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
+mob_count_rate: 100
+
+// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
+//Note: This does not affects mobs with inmediate respawn (most normal mobs)
+mob_spawn_rate: 100
+plant_spawn_rate: 100
+boss_spawn_rate: 100
+
+// Should mobs not spawn within the viewing range of players?
+// 0 is disabled, otherwise it is the number of retries before giving up
+// and spawning the mob within player-view anyway, unless the max (50) is used,
+// in which case the mob will not be spawned, and it'll be retried again in
+// 5 seconds.
+no_spawn_on_player: 0
+
+// Do summon slaves inherit the passive/aggressive traits of their master? (Note 1)
+slaves_inherit_mode: yes
+
+// Do summon slaves have the same walking speed as their master? (Note 1)
+// NOTE: The default is yes for official servers.
+slaves_inherit_speed: yes
+
+// Will summoned monsters (alchemists, or @summon'ed monsters) inherit
+// the master's auto-spells and auto-effects properties? (Note 1)
+summons_inherit_effects: yes
+
+// When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
+// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
+retaliate_to_master: yes
+
+// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
+// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
+// mob has a skill that is triggered by skill C, then A will be the target of
+// the skill, otherwise B will be targetted by the reaction skill.
+mob_changetarget_byskill: no
+
+// If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
+monster_class_change_full_recover: no
+
+// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
+// Will not display guardian or emperium hp.
+show_mob_hp: no
+
+// Zeny from mobs
+zeny_from_mobs: no
+
+// Monsters level up (monster will level up each time a player is killed and they will grow stronger)
+// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
+// NOTE: Does not apply to WoE Guardians.
+mobs_level_up: no
+mobs_level_up_exp_rate: 1
+
+// Dynamic Mobs Options
+// Use dynamic mobs? (recommended for small-medium sized servers)
+dynamic_mobs: yes
+
+// Remove Mobs even if they are hurt
+mob_remove_damaged: yes
+
+// Delay before removing mobs from empty maps (default 5 min = 300 secs)
+mob_remove_delay: 300000
+
+// Can add a delay before sending monster death packet (time is in milliseconds and default 0 is off)
+// Increasing this can fix the problem with monster sprites still appearing after it died. Recommended value: 10.
+mob_clear_delay: 0
+
+// Defines on who the mob npc_event gets executed when a mob is killed.
+// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
+// Type 0: On the player that did the most damage to the mob.
+// NOTE: This affects who gains the Castle when the Emperium is broken.
+mob_npc_event_type: 1
diff --git a/conf-tmpl/battle/party.conf b/conf-tmpl/battle/party.conf
index 5e8b34ef0..62b8ccb4a 100644
--- a/conf-tmpl/battle/party.conf
+++ b/conf-tmpl/battle/party.conf
@@ -1,57 +1,57 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//--------------------------------------------------------------
-
-// If someone loots, show name in party? (Note 1)
-show_steal_in_same_party: no
-
-// When 'Party Share' item sharing is enabled in a party,
-// tell the picker which party-member received the item? (Note 1)
-show_party_share_picker: no
-
-// Method of distribution when item party share is enabled in a party:
-// 0: Random (item goes to a random party member)
-// 1: Round Robin (items are distributed evenly and in order among members)
-party_item_share_type: 0
-
-// Is exp sharing disabled for idle members in the party?
-// Set to no, or the amount of seconds (NOT milliseconds) that need to pass before considering
-// a character idle.
-// Characters sitting/in a chat are always considered idle.
-// A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement.
-idle_no_share: no
-
-// Use the alternate experience even share bonus equation?
-// When multiple characters even share experience within a party, there's an experience bonus of 10% per additional teammate.
-// Setting this to other than 0 uses a different experience bonus equation of the form: bonus*c*(c-1)/10 (where c is the total
-// count of players to share experience). With bonus = 25 in a full party (c = 12) the total bonus is +25*12*11/10 = +330%,
-// which means the total exp gained is 430% of the original, and each party member receives ~35% of the original mob's experience.
-party_even_share_bonus: 0
-
-// If a party uses a skill with penalties do they apply? (Note 1)
-party_skill_penalty: 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)
+// 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.
+//--------------------------------------------------------------
+
+// If someone loots, show name in party? (Note 1)
+show_steal_in_same_party: no
+
+// When 'Party Share' item sharing is enabled in a party,
+// tell the picker which party-member received the item? (Note 1)
+show_party_share_picker: no
+
+// Method of distribution when item party share is enabled in a party:
+// 0: Random (item goes to a random party member)
+// 1: Round Robin (items are distributed evenly and in order among members)
+party_item_share_type: 0
+
+// Is exp sharing disabled for idle members in the party?
+// Set to no, or the amount of seconds (NOT milliseconds) that need to pass before considering
+// a character idle.
+// Characters sitting/in a chat are always considered idle.
+// A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement.
+idle_no_share: no
+
+// Use the alternate experience even share bonus equation?
+// When multiple characters even share experience within a party, there's an experience bonus of 10% per additional teammate.
+// Setting this to other than 0 uses a different experience bonus equation of the form: bonus*c*(c-1)/10 (where c is the total
+// count of players to share experience). With bonus = 25 in a full party (c = 12) the total bonus is +25*12*11/10 = +330%,
+// which means the total exp gained is 430% of the original, and each party member receives ~35% of the original mob's experience.
+party_even_share_bonus: 0
+
+// If a party uses a skill with penalties do they apply? (Note 1)
+party_skill_penalty: yes
diff --git a/conf-tmpl/battle/pet.conf b/conf-tmpl/battle/pet.conf
index 42196a398..4490552fa 100644
--- a/conf-tmpl/battle/pet.conf
+++ b/conf-tmpl/battle/pet.conf
@@ -1,96 +1,96 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//--------------------------------------------------------------
-
-// Rate for catching pets (Note 2)
-pet_catch_rate: 100
-
-// Can you name a pet more then once? (Note 1)
-pet_rename: no
-
-// The rate a pet will get friendly by feeding it. (Note 2)
-pet_friendly_rate: 100
-
-// The rate at which a pet will become hungry. (Note 2)
-pet_hungry_delay_rate: 100
-
-// If your pet is hungry by how much will the friendlyness decrease by. (Default is 5)
-// Note: The friendlyness is 0-1000 total, at 0 the pet runs away.
-pet_hungry_friendly_decrease: 5
-
-// Does Pet's Attack Damage Based On Str (Note 1)
-// Note: Few pets have str above 1, enabling this can give an unfair advantage to these pets.
-pet_str: no
-
-// Does the pet need its equipment before it does its skill? (Note 1)
-pet_equip_required: yes
-
-// When the master attacks a monster, whether or not the pet will also attack. (Note 1)
-pet_attack_support: no
-
-// When the master receives damage from the monster, whether or not the pet attacks back. (Note 1)
-pet_damage_support: no
-
-// Minimum intimacy necessary for a pet to support their master. Default is 900
-// (intimacy goes from 0 to 1000). At this minimum, support rate is 50% of pet's normal value.
-// At max (1000) support rate is 150%.
-pet_support_min_friendly: 900
-
-// Whether or not the pet's will use skills. (Note 1)
-// Note: Offensive pet skills need at least pet_attack_support or
-// pet_damage_support to work (they trigger while the pet is attacking).
-pet_status_support: no
-
-// Rate at which a pet will support it's owner in battle. (Note 2)
-// Affects pet_attack_support & pet_damage_support.
-pet_support_rate: 100
-
-// Does the pets owner receive exp from the pets damage?
-pet_attack_exp_to_master: no
-
-// The rate exp. is gained from the pet attacking monsters
-pet_attack_exp_rate: 100
-
-// Pet leveling system. Use 0 to disable (default).
-// When enabled, a pet's level is a fixed % of the master's. (Note 2)
-// If 200%, pet has double level, if 50% pet has half your level, etc.
-pet_lv_rate: 0
-
-// When pet leveling is enabled, what is the max stats for pets?
-pet_max_stats: 99
-
-// When pet leveling is enabled, these are the imposed caps on
-// min/max damage. Note that these only cap atk1 and atk2, if you
-// enable pet_str, their max damage is then their base_atk + pet_max_atk2
-pet_max_atk1: 500
-pet_max_atk2: 1000
-
-// Are pets disabled during Guild Wars?
-// If set to yes, pets are automatically returned to egg when entering castles during WoE times
-// and hatching is forbidden within as well.
-pet_disable_in_gvg: no
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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)
+// 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.
+//--------------------------------------------------------------
+
+// Rate for catching pets (Note 2)
+pet_catch_rate: 100
+
+// Can you name a pet more then once? (Note 1)
+pet_rename: no
+
+// The rate a pet will get friendly by feeding it. (Note 2)
+pet_friendly_rate: 100
+
+// The rate at which a pet will become hungry. (Note 2)
+pet_hungry_delay_rate: 100
+
+// If your pet is hungry by how much will the friendlyness decrease by. (Default is 5)
+// Note: The friendlyness is 0-1000 total, at 0 the pet runs away.
+pet_hungry_friendly_decrease: 5
+
+// Does Pet's Attack Damage Based On Str (Note 1)
+// Note: Few pets have str above 1, enabling this can give an unfair advantage to these pets.
+pet_str: no
+
+// Does the pet need its equipment before it does its skill? (Note 1)
+pet_equip_required: yes
+
+// When the master attacks a monster, whether or not the pet will also attack. (Note 1)
+pet_attack_support: no
+
+// When the master receives damage from the monster, whether or not the pet attacks back. (Note 1)
+pet_damage_support: no
+
+// Minimum intimacy necessary for a pet to support their master. Default is 900
+// (intimacy goes from 0 to 1000). At this minimum, support rate is 50% of pet's normal value.
+// At max (1000) support rate is 150%.
+pet_support_min_friendly: 900
+
+// Whether or not the pet's will use skills. (Note 1)
+// Note: Offensive pet skills need at least pet_attack_support or
+// pet_damage_support to work (they trigger while the pet is attacking).
+pet_status_support: no
+
+// Rate at which a pet will support it's owner in battle. (Note 2)
+// Affects pet_attack_support & pet_damage_support.
+pet_support_rate: 100
+
+// Does the pets owner receive exp from the pets damage?
+pet_attack_exp_to_master: no
+
+// The rate exp. is gained from the pet attacking monsters
+pet_attack_exp_rate: 100
+
+// Pet leveling system. Use 0 to disable (default).
+// When enabled, a pet's level is a fixed % of the master's. (Note 2)
+// If 200%, pet has double level, if 50% pet has half your level, etc.
+pet_lv_rate: 0
+
+// When pet leveling is enabled, what is the max stats for pets?
+pet_max_stats: 99
+
+// When pet leveling is enabled, these are the imposed caps on
+// min/max damage. Note that these only cap atk1 and atk2, if you
+// enable pet_str, their max damage is then their base_atk + pet_max_atk2
+pet_max_atk1: 500
+pet_max_atk2: 1000
+
+// Are pets disabled during Guild Wars?
+// If set to yes, pets are automatically returned to egg when entering castles during WoE times
+// and hatching is forbidden within as well.
+pet_disable_in_gvg: no
diff --git a/conf-tmpl/battle/player.conf b/conf-tmpl/battle/player.conf
index b085575a2..24d54b951 100644
--- a/conf-tmpl/battle/player.conf
+++ b/conf-tmpl/battle/player.conf
@@ -1,140 +1,140 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \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)
-// 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.
-//--------------------------------------------------------------
-
-// Players' maximum HP rate? (Default is 100)
-hp_rate: 100
-
-// Players' maximum SP rate? (Default is 100)
-sp_rate: 100
-
-// Whether or not cards and attributes of the left hand are applied to the right hand attack (Note 1)
-// (It is 'yes' on official servers)
-left_cardfix_to_right: yes
-
-// The amount of HP a player will respawn with, 0 is default.
-// (Unit is in percentage of total HP, 100 is full heal of HP, 0 is respawn with 1HP total.)
-restart_hp_rate: 0
-
-// The amount of SP a player will respawn with, 0 is default.
-// (Unit is in percentage of total SP, 100 is full heal of SP, 0 is respawn with 1SP total.)
-restart_sp_rate: 0
-
-// Can a normal player by-pass the skill tree? (Note 1)
-player_skillfree: no
-
-// When set to yes, forces skill points gained from 1st class to be put into 1st class
-// skills, and forces novice skill points to be put into the basic skill. (Note 1)
-// Default: yes [Kevin]
-player_skillup_limit: yes
-
-// Quest skills can be learned? (Note 1)
-// Setting this to yes can open an exploit on your server!
-quest_skill_learn: no
-
-// When skills are reset, quest skills are reset as well? (Note 1)
-// Setting this to yes can open an exploit on your server!
-// NOTE: If you have quest_skill_learn set to yes, quest skills are always reset.
-quest_skill_reset: no
-
-// You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1)
-basic_skill_check: yes
-
-// When teleporting, or spawning to a map, how long before a monster sees you if you don't move? (time is in milliseconds)
-// That is, when you go to a map and don't move, how long before the monsters will notice you.
-// If you attack a monster, it will attack you back regaurdless of this setting. (I think)
-player_invincible_time: 5000
-
-// The time interval for HP to restore naturally. (in milliseconds) (Note 3)
-natural_healhp_interval: 6000
-
-// The time interval for SP to restore naturally. (in milliseconds) (Note 3)
-natural_healsp_interval: 8000
-
-// Automatic healing skill's time interval. (in milliseconds) (Note 3)
-natural_heal_skill_interval: 10000
-
-// The maximum weight for a character to carry when the character stops healing naturally. (in %)
-natural_heal_weight_rate: 50
-
-// Maximum atk speed. (Default is 190)
-max_aspd: 190
-
-// Maximum walk speed rate (200 would be capped to twice the normal speed)
-max_walk_rate: 300
-
-// Maximum HP. (Default is 1000000) (Note 3)
-max_hp: 1000000
-
-// Maximum SP. (Default is 1000000) (Note 3)
-max_sp: 1000000
-
-// Max limit of char stats. (agi, str, etc.)
-max_parameter: 99
-
-// Same as max_parameter, but for baby classes.
-max_baby_parameter: 80
-
-// Max armor def/mdef (applies only if player_defense_type is 0)
-// NOTE: does not affects skills and status effects like Mental Strength
-max_def: 99
-
-// Def to Def2 conversion bonus. If the armor def/mdef exceeds max_def,
-// the remaining is converted to vit def/int mdef using this multiplier
-// (eg: if set to 10, every armor point above the max becomes 10 vit defense points)
-over_def_bonus: 0
-
-// Max weight carts can hold. (Note 3)
-max_cart_weight: 8000
-
-// Prevent logout of players after being hit for how long (in ms, 0 disables)?
-prevent_logout: 10000
-
-// Display the drained hp/sp values from normal attacks? (Ie: Hunter Fly card)
-show_hp_sp_drain: no
-
-// Display the gained hp/sp values from killing mobs? (Ie: Sky Deleter Card)
-show_hp_sp_gain: yes
-
-// Are other requests accepted during [various things[party,guild]] a request or not?
-// It does not accept by no accepted by yes.
-invite_request_check: yes
-
-// Players' will drop a 'Skull' when killed?
-// 1 - Dropped only in PvP maps
-// 2 - Dropped in all situations
-// 0 - Disabled
-bone_drop: 0
-
-// Do mounted (on Peco) characters increase their size
-// 0 = no
-// 1 = only Normal Classes on Peco have Big Size
-// 2 = only Baby Classes on Peco have Medium Size
-// 3 = both Normal Classes on Peco have Big Size
-// and Baby Classes on Peco have Medium Size
-character_size: 0
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \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)
+// 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.
+//--------------------------------------------------------------
+
+// Players' maximum HP rate? (Default is 100)
+hp_rate: 100
+
+// Players' maximum SP rate? (Default is 100)
+sp_rate: 100
+
+// Whether or not cards and attributes of the left hand are applied to the right hand attack (Note 1)
+// (It is 'yes' on official servers)
+left_cardfix_to_right: yes
+
+// The amount of HP a player will respawn with, 0 is default.
+// (Unit is in percentage of total HP, 100 is full heal of HP, 0 is respawn with 1HP total.)
+restart_hp_rate: 0
+
+// The amount of SP a player will respawn with, 0 is default.
+// (Unit is in percentage of total SP, 100 is full heal of SP, 0 is respawn with 1SP total.)
+restart_sp_rate: 0
+
+// Can a normal player by-pass the skill tree? (Note 1)
+player_skillfree: no
+
+// When set to yes, forces skill points gained from 1st class to be put into 1st class
+// skills, and forces novice skill points to be put into the basic skill. (Note 1)
+// Default: yes [Kevin]
+player_skillup_limit: yes
+
+// Quest skills can be learned? (Note 1)
+// Setting this to yes can open an exploit on your server!
+quest_skill_learn: no
+
+// When skills are reset, quest skills are reset as well? (Note 1)
+// Setting this to yes can open an exploit on your server!
+// NOTE: If you have quest_skill_learn set to yes, quest skills are always reset.
+quest_skill_reset: no
+
+// You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1)
+basic_skill_check: yes
+
+// When teleporting, or spawning to a map, how long before a monster sees you if you don't move? (time is in milliseconds)
+// That is, when you go to a map and don't move, how long before the monsters will notice you.
+// If you attack a monster, it will attack you back regaurdless of this setting. (I think)
+player_invincible_time: 5000
+
+// The time interval for HP to restore naturally. (in milliseconds) (Note 3)
+natural_healhp_interval: 6000
+
+// The time interval for SP to restore naturally. (in milliseconds) (Note 3)
+natural_healsp_interval: 8000
+
+// Automatic healing skill's time interval. (in milliseconds) (Note 3)
+natural_heal_skill_interval: 10000
+
+// The maximum weight for a character to carry when the character stops healing naturally. (in %)
+natural_heal_weight_rate: 50
+
+// Maximum atk speed. (Default is 190)
+max_aspd: 190
+
+// Maximum walk speed rate (200 would be capped to twice the normal speed)
+max_walk_rate: 300
+
+// Maximum HP. (Default is 1000000) (Note 3)
+max_hp: 1000000
+
+// Maximum SP. (Default is 1000000) (Note 3)
+max_sp: 1000000
+
+// Max limit of char stats. (agi, str, etc.)
+max_parameter: 99
+
+// Same as max_parameter, but for baby classes.
+max_baby_parameter: 80
+
+// Max armor def/mdef (applies only if player_defense_type is 0)
+// NOTE: does not affects skills and status effects like Mental Strength
+max_def: 99
+
+// Def to Def2 conversion bonus. If the armor def/mdef exceeds max_def,
+// the remaining is converted to vit def/int mdef using this multiplier
+// (eg: if set to 10, every armor point above the max becomes 10 vit defense points)
+over_def_bonus: 0
+
+// Max weight carts can hold. (Note 3)
+max_cart_weight: 8000
+
+// Prevent logout of players after being hit for how long (in ms, 0 disables)?
+prevent_logout: 10000
+
+// Display the drained hp/sp values from normal attacks? (Ie: Hunter Fly card)
+show_hp_sp_drain: no
+
+// Display the gained hp/sp values from killing mobs? (Ie: Sky Deleter Card)
+show_hp_sp_gain: yes
+
+// Are other requests accepted during [various things[party,guild]] a request or not?
+// It does not accept by no accepted by yes.
+invite_request_check: yes
+
+// Players' will drop a 'Skull' when killed?
+// 1 - Dropped only in PvP maps
+// 2 - Dropped in all situations
+// 0 - Disabled
+bone_drop: 0
+
+// Do mounted (on Peco) characters increase their size
+// 0 = no
+// 1 = only Normal Classes on Peco have Big Size
+// 2 = only Baby Classes on Peco have Medium Size
+// 3 = both Normal Classes on Peco have Big Size
+// and Baby Classes on Peco have Medium Size
+character_size: 0