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-rw-r--r--conf-tmpl/battle/battle.conf316
1 files changed, 158 insertions, 158 deletions
diff --git a/conf-tmpl/battle/battle.conf b/conf-tmpl/battle/battle.conf
index ee97405d1..4cff45097 100644
--- a/conf-tmpl/battle/battle.conf
+++ b/conf-tmpl/battle/battle.conf
@@ -1,158 +1,158 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
-// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
-///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
-//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
-// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
-// _ _ _ _ _ _ _ _ _ _ _ _ _
-// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
-//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
-// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
-//
-//--------------------------------------------------------------
-// eAthena Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-//Note 1: Directives can be set using on/off, yes/no or 1/0.
-//Note 2: All rates are in percents, 100 would mean 100%, 200
-// would mean 200%, etc
-//Note 3: Value is not limited to 60K (see below)
-//Note 4: Use bitmask values to specify who is affected
-// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
-// Other Information:
-// All options are limited to a max of 60K (aprox) which is 600%
-// or 60secs as appropiate.
-// 1000 miliseconds is 1 second.
-// Unless otherwise specified, the minimum value is 0 for all
-// features.
-//--------------------------------------------------------------
-
-// Move-delay adjustment after being hit. (Note 2)
-// The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
-// NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
-pc_damage_walk_delay_rate: 20
-damage_walk_delay_rate: 100
-
-// Move-delay adjustment for multi-hitting attacks.
-// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
-// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
-// 80 is the setting that feels like Aegis (vs Sonic Blows)
-// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
-multihit_delay: 80
-
-// Damaged delay rate for players (Note 2)
-// (Setting to no/0 will be like always endure)
-player_damage_delay_rate: 100
-
-// Undead type differeniate.
-// 0 = element undead
-// 1 = race undead
-// 2 = both
-undead_detect_type: 0
-
-// Does HP recover if hit by an attribute that's same as your own? (Note 1)
-attribute_recover: yes
-
-// What is the minimum and maximum hitrate of normal attacks?
-min_hitrate: 5
-max_hitrate: 100
-
-// Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
-// 0 = no penalty is applied
-// 1 = agi_penalty_num is reduced from FLEE as a %
-// 2 = agi_penalty_num is reduced from FLEE as an exact amount
-agi_penalty_type: 1
-
-// Amount of enemies required to be targetting player before FLEE begins to be penalized
-agi_penalty_count: 3
-
-// Amount of FLEE penalized per each attacking monster more than agi_penalty_count
-agi_penalty_num: 10
-
-// Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player
-// 0 = no penalty is applied
-// 1 = vit_penalty_num is reduced from FLEE as a %
-// 2 = vit_penalty_num is reduced from FLEE as an exact amount
-vit_penalty_type: 1
-
-// Amount of enemies required to be targetting player before VIT defense begins to be penalized
-vit_penalty_count: 3
-
-// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
-vit_penalty_num: 5
-
-// When the player attacks an object, the calculation method of DEF.
-// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
-player_defense_type: 0
-
-// When the monster attacks an object, the calculation method of DEF.
-// With 0 this will be ignored, at 1 or more def = subtraction of (DEF* value).
-monster_defense_type: 0
-
-// When the pet attacks an object, the calculation method of DEF.
-// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
-pet_defense_type: 0
-
-//MDEF‚same as above....(MDEF*value)
-magic_defense_type: 0
-
-// How to count the number of the enemies who do an agi penalty...
-// 1 or less: It is a count altogether.
-// 2: Full evasion exclusion
-// 3: Full evasion and evasion exclusion
-// 4 or more: Except all.
-agi_penalty_count_lv: 2
-
-// How to count the number of the enemies who do a vit penalty
-// 1 or less: It is a count altogether.
-// 2: Full evasion exclusion
-// 3: Full evasion and evasion exclusion
-// Four or more: Except all.
-vit_penalty_count_lv: 3
-
-// Change attacker's direction to face opponent on every attack? (Note 4)
-attack_direction_change: 15
-
-// Is a usual attack of a pet delivered withOUT an attribute? (Note 1)
-pet_attack_attr_none: no
-
-// Is a usual attack of a player delivered withOUT an attribute? (Note 1)
-pc_attack_attr_none: no
-
-// Is a usual attack of a monster delivered withOUT an attribute? (Note 1)
-mob_attack_attr_none: no
-
-// Rate at which equipment can break (base rate before it's modified by any skills)
-// 1 = 0.01% chance. Default for official servers: 0
-equip_natural_break_rate: 0
-
-// Overall rate of which your own equipment can break. (Note 2)
-// This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
-// (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
-// weapon will be broken.
-equip_self_break_rate: 100
-
-// Overall rate at which you can break target's equipment. (Note 2)
-// This affects the behaviour of skills like acid terror and meltdown
-equip_skill_break_rate: 100
-
-// Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
-// NOTE: The official setting is yes, even thought it degrades performance a bit.
-delay_battle_damage: yes
-
-// Are arrows are consumed when used on a bow? (Note 1)
-arrow_decrement: yes
-
-// Adjustment for the natural rate of resistance from status changes.
-// If 50, status defense is halved, and you need twice as much stats to block
-// them (eg: 200 vit to completely block stun)
-pc_status_def_rate: 100
-mob_status_def_rate: 100
-
-// Maximum resistance to status changes. (10000 = 100%)
-// NOTE: This is applied before cards and equipment.
-// So inmunity cards can go beyond to this value.
-pc_max_status_def: 10000
-mob_max_status_def: 10000
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
+// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
+///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
+//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
+// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
+// _ _ _ _ _ _ _ _ _ _ _ _ _
+// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
+//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
+// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
+//
+//--------------------------------------------------------------
+// eAthena Battle Configuration File
+// Originally Translated by Peter Kieser <pfak@telus.net>
+// Made in to plainer English by Ancyker
+//--------------------------------------------------------------
+//Note 1: Directives can be set using on/off, yes/no or 1/0.
+//Note 2: All rates are in percents, 100 would mean 100%, 200
+// would mean 200%, etc
+//Note 3: Value is not limited to 60K (see below)
+//Note 4: Use bitmask values to specify who is affected
+// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
+// Other Information:
+// All options are limited to a max of 60K (aprox) which is 600%
+// or 60secs as appropiate.
+// 1000 miliseconds is 1 second.
+// Unless otherwise specified, the minimum value is 0 for all
+// features.
+//--------------------------------------------------------------
+
+// Move-delay adjustment after being hit. (Note 2)
+// The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
+// NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
+pc_damage_walk_delay_rate: 20
+damage_walk_delay_rate: 100
+
+// Move-delay adjustment for multi-hitting attacks.
+// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
+// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
+// 80 is the setting that feels like Aegis (vs Sonic Blows)
+// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
+multihit_delay: 80
+
+// Damaged delay rate for players (Note 2)
+// (Setting to no/0 will be like always endure)
+player_damage_delay_rate: 100
+
+// Undead type differeniate.
+// 0 = element undead
+// 1 = race undead
+// 2 = both
+undead_detect_type: 0
+
+// Does HP recover if hit by an attribute that's same as your own? (Note 1)
+attribute_recover: yes
+
+// What is the minimum and maximum hitrate of normal attacks?
+min_hitrate: 5
+max_hitrate: 100
+
+// Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
+// 0 = no penalty is applied
+// 1 = agi_penalty_num is reduced from FLEE as a %
+// 2 = agi_penalty_num is reduced from FLEE as an exact amount
+agi_penalty_type: 1
+
+// Amount of enemies required to be targetting player before FLEE begins to be penalized
+agi_penalty_count: 3
+
+// Amount of FLEE penalized per each attacking monster more than agi_penalty_count
+agi_penalty_num: 10
+
+// Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player
+// 0 = no penalty is applied
+// 1 = vit_penalty_num is reduced from FLEE as a %
+// 2 = vit_penalty_num is reduced from FLEE as an exact amount
+vit_penalty_type: 1
+
+// Amount of enemies required to be targetting player before VIT defense begins to be penalized
+vit_penalty_count: 3
+
+// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
+vit_penalty_num: 5
+
+// When the player attacks an object, the calculation method of DEF.
+// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
+player_defense_type: 0
+
+// When the monster attacks an object, the calculation method of DEF.
+// With 0 this will be ignored, at 1 or more def = subtraction of (DEF* value).
+monster_defense_type: 0
+
+// When the pet attacks an object, the calculation method of DEF.
+// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
+pet_defense_type: 0
+
+//MDEF‚same as above....(MDEF*value)
+magic_defense_type: 0
+
+// How to count the number of the enemies who do an agi penalty...
+// 1 or less: It is a count altogether.
+// 2: Full evasion exclusion
+// 3: Full evasion and evasion exclusion
+// 4 or more: Except all.
+agi_penalty_count_lv: 2
+
+// How to count the number of the enemies who do a vit penalty
+// 1 or less: It is a count altogether.
+// 2: Full evasion exclusion
+// 3: Full evasion and evasion exclusion
+// Four or more: Except all.
+vit_penalty_count_lv: 3
+
+// Change attacker's direction to face opponent on every attack? (Note 4)
+attack_direction_change: 15
+
+// Is a usual attack of a pet delivered withOUT an attribute? (Note 1)
+pet_attack_attr_none: no
+
+// Is a usual attack of a player delivered withOUT an attribute? (Note 1)
+pc_attack_attr_none: no
+
+// Is a usual attack of a monster delivered withOUT an attribute? (Note 1)
+mob_attack_attr_none: no
+
+// Rate at which equipment can break (base rate before it's modified by any skills)
+// 1 = 0.01% chance. Default for official servers: 0
+equip_natural_break_rate: 0
+
+// Overall rate of which your own equipment can break. (Note 2)
+// This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
+// (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
+// weapon will be broken.
+equip_self_break_rate: 100
+
+// Overall rate at which you can break target's equipment. (Note 2)
+// This affects the behaviour of skills like acid terror and meltdown
+equip_skill_break_rate: 100
+
+// Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
+// NOTE: The official setting is yes, even thought it degrades performance a bit.
+delay_battle_damage: yes
+
+// Are arrows are consumed when used on a bow? (Note 1)
+arrow_decrement: yes
+
+// Adjustment for the natural rate of resistance from status changes.
+// If 50, status defense is halved, and you need twice as much stats to block
+// them (eg: 200 vit to completely block stun)
+pc_status_def_rate: 100
+mob_status_def_rate: 100
+
+// Maximum resistance to status changes. (10000 = 100%)
+// NOTE: This is applied before cards and equipment.
+// So inmunity cards can go beyond to this value.
+pc_max_status_def: 10000
+mob_max_status_def: 10000