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-rw-r--r--conf-tmpl/battle/skill.conf51
1 files changed, 18 insertions, 33 deletions
diff --git a/conf-tmpl/battle/skill.conf b/conf-tmpl/battle/skill.conf
index 3512faee8..dc7bdf659 100644
--- a/conf-tmpl/battle/skill.conf
+++ b/conf-tmpl/battle/skill.conf
@@ -19,6 +19,8 @@
//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.
@@ -47,24 +49,16 @@ castrate_dex_scale: 150
// Will normal attacks be able to ignore the delay after skills? (Note 1)
skill_delay_attack_enable: yes
-// Range added to player skills after their cast time finishes.
+// Range added to skills after their cast time finishes.
// Decides how far away the target can walk away after the skill began casting before the skill fails.
-player_skill_add_range: 15
+skill_add_range: 15
// If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
skill_out_range_consume: no
-// Range added to mob skills after their cast time finishes.
-// Decides how far away the target can walk away after the skill began casting before the skill fails.
-monster_skill_add_range: 15
-
-// Does the distance between caster and target define if the skill is a ranged skill?
+// Does the distance between caster and target define if the skill is a ranged skill? (Note 4)
// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.
// If not set, then the range is determined by the skill (eg: Double Strafe is always long-ranged).
-// Mask values (add as necessary):
-// 1: Players
-// 2: Mobs
-// 4: Pets
// Default 6 (mobs + pets)
skillrange_by_distance: 6
@@ -101,31 +95,22 @@ skill_min_damage: 6
// The delay rate of monk's combo (Note 2)
combo_delay_rate: 100
-// Counter Attack Skill Type
-// 0 = 100% critical
-// 1 = disregard DEF and HIT+20, CRI*2
-// Players
-player_auto_counter_type: 0
-// Monsters
-monster_auto_counter_type: 0
-
-// Whether or not, ground skills of the players' will stack. (Note 1)
-player_skill_reiteration: no
-
-//Whether or not, ground skills of the monsters' will pile up. (Note 1)
-monster_skill_reiteration: no
+// Use alternate auto Counter Attack Skill Type? (Note 4)
+// For those characters on which it is set, 100% Critical,
+// Otherwise it disregard DEF and HIT+20, CRI*2
+auto_counter_type: 0
-// Whether players are not allowed to cast ground based skills of a certain type such
-// as traps straight onto or nearby other players/monsters. (Note 1)
-player_skill_nofootset: yes
+// Can ground skills be placed on top of each other? (Note 4)
+// If set, only skills with UF_NOREITERATION set will be affected (skill_unit_db)
+skill_reiteration: 0
-// Whether monsters are not allowed to cast ground based skills of a certain type such
-// as traps straight onto or nearby other players. (Note 1)
-monster_skill_nofootset: no
+// Can ground skills NOT be placed underneath/near players/monsters? (Note 4)
+// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)
+skill_nofootset: 1
-// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 1)
-// Default on official servers: yes
-gvg_traps_target_all: yes
+// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 4)
+// Default on official servers: yes for player-traps
+gvg_traps_target_all: 1
// Whether placed down skills will check walls (Note 1)
// (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side)