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-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
-// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
-///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
-//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
-// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
-// _ _ _ _ _ _ _ _ _ _ _ _ _
-// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
-//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
-// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
-//
-//--------------------------------------------------------------
-// eAthena Battle Configuration File
-// 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
-// Other Information:
-// 1000 miliseconds is 1 second.
-//--------------------------------------------------------------
-
-// Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1)
-warp_point_debug: no
-
-// When calculating critical, should we take in to account the enimies luck? (Note 1)
-enemy_critical: yes
-
-// Enemy's Critical Rate (Note 2)
-enemy_critical_rate: 100
-
-// Are enemy attacks effected by their strength? (Note 1)
-enemy_str: yes
-
-// Can enemies have perfect flee? (Note 1)
-enemy_perfect_flee: no
-
-// The rate of time it takes to cast a spell (Note 2, 0 = No casting time)
-casting_rate: 100
-
-// Delay time after casting (Note 2)
-delay_rate: 100
-
-// Is the delay time is dependent on the caster's DEX? (Note 1)
-// Note: On Official servers Dex does NOT affect delay time
-delay_dependon_dex: no
-
-// Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)
-// Note: Setting this to anything above 0 can stop speedhacks.
-min_skill_delay_limit: 100
-
-// At what dex does the cast time become zero (instacast)
-castrate_dex_scale: 150
-
-// Is 'Skills add a delay before you can attack' enabled? (Note 1)
-skill_delay_attack_enable: yes
-
-// Whether or not cards and attributes in the left hand are enabled (Note 1)
-left_cardfix_to_right: yes
-
-// Increase player's attack range (in cells)
-player_skill_add_range: 0
-
-// If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
-skill_out_range_consume: no
-
-// Increase Monsters attack range
-monster_skill_add_range: 0
-
-// If a player is attacked, will they have a delay in being able to move? (Note 1)
-// (Setting to no will be like always endure)
-player_damage_delay: yes
-
-// Damaged delay rate (Note 2)
-player_damage_delay_rate: 100
-
-// Is a player's defense NOT dependant on an enemies attack? (Note 1)
-defunit_not_enemy: yes
-
-// Are summoned monsters level greater then your base level? (I think this is for dead branches) (Note 1)
-random_monster_checklv: yes
-
-// The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
-atcommand_spawn_quantity_limit: 100
-
-// Does HP recover if hit by an attribute that's same as your own? (Note 1)
-attribute_recover: yes
-
-// If an item is droped, 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
-
-// How long before the first person who did the most damage to a monster can get the item? (in milliseconds)
-item_first_get_time: 3000
-
-// How long before the second person who did the second most damage to a monster can get the item? (in milliseconds)
-// (It Adds Time From The First Persons Time)
-// So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items
-item_second_get_time: 1000
-
-// How long before the third person who did the third most/least damage to a monster can get the item? (in milliseconds)
-// (It Adds Time From The First Persons Time And Second Persons Time)
-// So, It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items
-item_third_get_time: 1000
-
-// How long before the first person who did the most damage to a MVP can get the item? (in milliseconds)
-mvp_item_first_get_time: 10000
-
-// How long before the second person who did the second most damage to a MVP can get the item? (in milliseconds)
-// (It Adds Time From The First Persons Time)
-// So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items
-mvp_item_second_get_time: 10000
-
-// How long before the third person who did the third most/least damage to a MVP can get the item
-//(Note the Amount is in Milliseconds and It Adds Time From The First Persons Time And Second Persons Time)
-//So It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items
-mvp_item_third_get_time: 2000
-
-// Item drop rates (Note 2)
-
-// The rate the common items are droped (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 droped (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 droped.
-item_rate_use: 100
-item_drop_use_min: 1
-item_drop_use_max: 10000
-
-// The rate at which equipment is droped.
-item_rate_equip: 100
-item_drop_equip_min: 1
-item_drop_equip_max: 10000
-
-// The rate at which cards are droped
-item_rate_card: 100
-item_drop_card_min: 1
-item_drop_card_max: 10000
-
-item_drop_mvp_min: 1
-item_drop_mvp_max: 10000
-
-// Can the monster's drop rate become 0? (Note 1)
-drop_rate0item: yes
-
-// Rate at which exp. is given. (Note 2)
-base_exp_rate: 100
-
-// Rate at which job exp. is given. (Note 2)
-job_exp_rate: 100
-
-// Players' maximum HP rate? (Default is 100)
-hp_rate: 100
-
-// Players' maximum SP rate? (Default is 100)
-sp_rate: 100
-
-// 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?
-zeny_penalty: 0
-
-// 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
-
-// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
-mvp_hp_rate: 100
-
-// [MVP] Item drop rate, that is, the overall drop rate for items droped by an MVP. (Note 2)
-mvp_item_rate: 100
-
-// [MVP] Exp. rate. (Note 2)
-mvp_exp_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
-
-// (@) 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
-
-// [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 problem
-gm_skill_unconditional: no
-
-// 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
-// sklls, and forces novice skill points to be put into the basic skill. (Note 1)
-player_skillup_limit: no
-
-// Forging success rate. (Note 2)
-weapon_produce_rate: 100
-
-// Prepare Potion success rate. (Note 2)
-potion_produce_rate: 100
-
-// Allow monsters to be aggresive and attack first? (Note 1)
-monster_active_enable: yes
-
-// If a monster is attacked, will they have a delay in being able to move? (Note 1)
-monster_damage_delay: yes
-
-// Monster damage delay rate (Note 1)
-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
-
-// Enable monster skills? (Note 1)
-mob_skill_use: yes
-
-// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
-mob_count_rate: 100
-
-// 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!
-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 making a guild, an Emperium is consumed? (Note 1)
-guild_emperium_check: yes
-
-// Maximum tax limit on a guild member.
-guild_exp_limit: 50
-
-// Maximum castles one guild can own (0 - unlimited)
-guild_max_castles: 0
-
-// 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
-
-// [PET] Rate for catching pets (Note 2)
-pet_catch_rate: 100
-
-// [PET] Can you name a pet more then once? (Note 1)
-pet_rename: no
-
-// [PET] The rate a pet will get friendly by feeding it. (Note 2)
-pet_friendly_rate: 100
-
-// [PET] The rate at which a pet will become hungry. (Note 2)
-pet_hungry_delay_rate: 100
-
-// [PET] 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
-
-// [PET] Does Pet's Attack Damage Based On Str (Note 1)
-pet_str: yes
-
-// [PET] Whether or not the pet's will use skills. (Note 1)
-pet_status_support: yes
-
-// [PET] Does the pet need its equipment before it does its skill? (Note 1)
-pet_equip_required: yes
-
-// [PET] Will all pets attack? (Note 1)
-// Do NOT use this with pet skills!
-pet_attack_support: no
-
-// [PET] When the master receives damage from the monster, whether or not the pet attacks back.
-pet_damage_support: no
-
-// [PET] Rate at which a pet will support it's owner in battle. (Note 2)
-pet_support_rate: 100
-
-// [PET] Does the pets owner receive exp from the pets damage?
-pet_attack_exp_to_master: no
-
-// [PET] The rate exp. is gained from the pet attacking monsters
-pet_attack_exp_rate: 100
-
-// Will there be a minimum skill dmg even if there is a miss?
-skill_min_damage: no
-
-// Which finger offensive style can be used?
-// 0 = Aegis style
-// 1 = Athena style
-finger_offensive_type: 0
-
-// 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
-
-// The delay rate of monk's combo (Note 2)
-combo_delay_rate: 100
-
-// 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
-
-// Will tuxedo and wedding dresses be shown when worn? (Note 1)
-wedding_modifydisplay: yes
-
-// The time interval for HP to restore naturally. (in milliseconds)
-natural_healhp_interval: 6000
-
-// The time interval for SP to restore naturally. (in milliseconds)
-natural_healsp_interval: 8000
-
-// Automatic healing skill's time interval. (in milliseconds)
-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
-
-// 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
-
-// Are arrows are consumed when used on a bow? (Note 1)
-arrow_decrement: yes
-
-// Maximum atk speed. (Default is 190)
-max_aspd: 190
-
-// Maximum HP. (Default is 32500)
-max_hp: 32500
-
-// Maximum SP. (Default is 32500)
-max_sp: 32500
-
-// Maximum user LV to send to client
-// (Default is 99.. Never go above 127)
-//
-// this is only useful if you have adjusted your client
-// to expect levels higher then 99
-max_lv: 99
-
-// Max limit of char stats. (agi, str, etc.)
-max_parameter: 99
-
-// Max weight carts can hold.
-max_cart_weight: 8000
-
-// Display player skill errors in console? (for debug only) (default: off) (Note 1)
-player_skill_log: off
-
-// Display monster skill errors in console? (for debug only) (default: off) (Note 1)
-monster_skill_log: off
-
-// 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: off
-
-// Display other stuff? (for debug only) (default: off) (Note 1)
-etc_log: off
-
-// Save Clothes color. (This will degrade performance [in txt?]) (Note 1)
-save_clothcolor: yes
-
-// Undead type differeniate.
-// 0 = element undead
-// 1 = race undead
-// 2 = both
-undead_detect_type: 0
-
-// Counter Attack Skill Type
-// 0 = 100% critical
-// 1 = disregard DEF and HIT+20, CRI*2
-// 2 = Same as 0, but can counter skills (?)
-// Players
-player_auto_counter_type: 0
-// Monsters
-monster_auto_counter_type: 0
-
-// 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
-
-// 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
-
-// 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
-
-// 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: yes
-
-// When a player is cloaking, Whether the wall is checked or not. (Note 1)
-// Note: When set to no players can always cloak away from walls and move around
-// freely even if the skill level is below 3.
-// no or 0 = doesn't check for walls (you can cloacking without walls)
-// 1 = it checks for walls
-// 2 = it doesn't checks for walls + your cloaking lasts forever
-// 3 = it checks for walls, but your cloaking lasts forever
-player_cloak_check_type: yes
-
-// When a monster is cloaking, Whether the wall is checked or not. (Note 1)
-monster_cloak_check_type: no
-
-// Damage adjustments for WOE battles against defending Guild monsters (Note 2)
-castle_defense_rate: 100
-
-// Melee damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
-gvg_short_attack_damage_rate: 100
-
-// Ranged damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
-gvg_long_attack_damage_rate: 60
-
-// Magic damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
-gvg_magic_attack_damage_rate: 50
-
-// Misc damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
-gvg_misc_attack_damage_rate: 60
-
-// 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)
-gvg_eliminate_time: 7000
-
-// Whether or not skill is used vis-a-vis the user at the time of MOB skill motion of condition skillused. (Note 1)
-// Not sure what this means, something about monsters changing target?
-mob_changetarget_byskill: no
-
-// Player's Direction Changed When Attacking? (Note 1)
-player_attack_direction_change: yes
-
-// Monsters's Direction Changed When Attacking? (Note 1)
-monster_attack_direction_change: yes
-
-// Will Player Skills Stay Within Land Limit or not? (Note 1)
-player_land_skill_limit: yes
-
-// Will Monster Skills Stay Within Land Limit or not? (Note 1)
-monster_land_skill_limit: yes
-
-// If a party uses a skill with penalties do they apply? (Note 1)
-party_skill_penalty: yes
-
-// If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
-monster_class_change_full_recover: no
-
-// Do produced items have the maker's name on them? (Note 1)
-produce_item_name_input: no
-
-// Do produced potions have the maker's name on them? (Note 1)
-produce_potion_name_input: no
-
-// Do crafted arrows have the maker's name on them? (Note 1)
-making_arrow_name_input: no
-
-// Does created holy water have the maker's name on it? (Note 1)
-holywater_name_input: no
-
-// Stop logout for 10 seconds after a hit? (Note 1)
-prevent_logout: yes
-
-// If skill fails by delay, should it display or not. (Note 1)
-display_delay_skill_fail: yes
-
-// Display Snatcher skill failures
-display_snatcher_skill_fail: yes
-
-// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
-chat_warpportal: no
-
-// Can a monster be warped by a warp portal? (Note 1)
-mob_warpportal: no
-
-// Is a monster summoned via dead branch aggresive? (Note 1)
-dead_branch_active: yes
-
-// The highest value at which an item can be sold via the merchant vend skill. (in zeny)
-vending_max_value: 10000000
-
-// If someone loots, show name in party? (Note 1)
-show_steal_in_same_party: no
-
-// Allow upper class (Advanced 2nd Class)? (Note 1)
-// Just leave this at yes
-enable_upper_class: yes
-
-// 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
-
-// mob attacks againsts players wearing ghostring armor do full damage
-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
-
-// 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
-
-// Grandcross Settings (Dont mess with these)
-// Even if MOB (PC) has overlapped, it HIT(s) compulsion 3. (Default no)
-gx_allhit: no
-// The effect of the arms card of a damage %UP system is set also to GX at -L effect. (default no)
-gx_cardfix: no
-// The attribute affinity of GX is calculated doubly. (Default yes)
-gx_dupele: yes
-// Grandcross display type (Default 1)
-// 0: Yellow character
-// 1: White character
-gx_disptype: 1
-
-// Max Level Difference for Devotion
-devotion_level_difference: 10
-
-// If no than you can use the ensemble skills alone. (Note 1)
-player_skill_partner_check: yes
-
-// Is the character of a GM account set as the object of a display by @ command etc. or not?
-hide_GM_session: no
-
-
-// Skill unit movement processing method
-// 0 - Aegis system : Network load -> Heavier, Server load -> Lighter
-// 1 - Athena system : Network load -> Lighter, Server load -> Heavier
-unit_movement_type: 0
-
-// 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
-
-// Remove trap type
-// 0 - Aegis system : Returns 1 'Trap' item
-// 1 - Athena system : Allows the returned item and amount to be defined
-skill_removetrap_type: 0
-
-// Will display experience gained from killing a monster. (Note 1)
-disp_experience: no
-
-// Whether or not Marine Spheres and Floras summoned by Alchemist will drop items and give experience? (Note 1)
-alchemist_summon_reward: no
-
-// Maximum level (default 255). Requires that you have an experience table that supports more than 99 levels to go
-// any higher. It is left at 255 for default as to not cause problems for people who already have players at higher levels.
-// @lvup command will not go higher than this value, and therefor will not loop back around 0.
-maximum_level: 255
-
-// Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates, based on a percentage.
-// Example 1: Setting of 10 with 50 luk would add 5 to the drop rate. So say a card has a drop rate of 2, it would become 7.
-// Example 2 : Setting 100 with 99 luk would add 99 to the drop rate.
-drops_by_luk: 0
-
-// Do all monsters ignore GMs unless attacked? (Set to minimum level required for GMs not to be attacked,
-// setting must be higher than 0.)
-monsters_ignore_gm: 100
-
-// Turn equipment breaking on. (Note 1)
-// Turning this one will allow equipment to break in battles,
-// as well as some skills that have chance to break equipmen.
-equipment_breaking: no
-
-// Overall rate of which equipment can break. (Note 2) [100 = .01% chance to break equipment before penalties.]
-// Critical attacks will double chance to break equipment, and other skills (such as Power Thrust) will increase weapon breaking chance as well.
-// This does not effect Sage weapon enchantment failure chance.
-equipment_break_rate: 100
-
-// 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
-
-// For PK Server Mode. Change this to define the minimum level players can start PK-ing
-pk_min_level: 55
-
-// Turn this on to allow a player to level up more than once from a kill. (Note 1)
-multi_level_up: no
-
-// Does using bow to do a backstab give a 50% damage penalty? (Note 1)
-backstab_bow_penalty: yes
-
-// Choose if server begin with night (yes) or day (no)
-night_at_start: no
-
-// Define duration in msec of the day (default: 7,200,000 = 2 hours)
-// Set to 0 to disable day cycle (but not @day GM command).
-// Except 0, minimum is 60000 (1 minute).
-day_duration: 7200000
-
-// Define duration in msec of the night (default: 1,800,000 = 30 min)
-// Set to 0 to disable night cycle (but not @night GM command).
-// Except 0, minimum is 60000 (1 minute).
-night_duration: 1800000
-
-// Set how dark it will become during night time
-// Range: 1-10, 0 for default (No changes)
-// Warning: might not work with old exe's! Also, currently daytime and @day
-// will not remove the night effect when this is set to 1 or above
-night_darkness_level: 0
-
-// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
-// Will not display guardian or emperium hp.
-//
-// Still under testing (works but doesn't update)
-show_mob_hp: 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
-
-// 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
-
-// Set here which client version do you accept. Add all values of clients:
-// Clients older than accepted versions, and versions not set to 'accepted'
-// here will be rejected when logging in
-// 1: Clients older than 2004-09-06aSakray
-// 2: 2004-09-06aSakray client
-// 4: 2004-09-21aSakray Client
-// 8: 2004-10-18bSakexe Client
-// 16: 2004-10-25aSakexe Client
-// 32: 2004-11-01aSakexe Client
-// 64: 2004-12-06aSakexe Client
-// 128: 2005-01-10aSakexe Client
-// default value: 255 (all clients)
-packet_ver_flag: 255
-
-// Allow GMs to mute players or not?
-muting_players: no
-
-// Allow GM commands to be used when muted?
-allow_atcommand_when_mute: yes
-
-// Mail system - Only function in sql version
-mail_system: no
-
-// valid range of dye's and styles on the client
-min_hair_style: 0
-max_hair_style: 20
-min_hair_color: 0
-max_hair_color: 9
-min_cloth_color: 0
-max_cloth_color: 4
-
-// Visible area size (how many squares away from a player can they see)
-area_size: 14
-
-// 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)
-mobs_level_up: no
-
-// Use kRO new steal formula?
-skill_steal_type: yes
-
-// Set this to 1 if your clients have langtype problems and can't display motd properly
-motd_type: 0
-
-// The minimum level for GMs' to drop items on the ground, use the Storage or
-// trade Items/Zeny?
-gm_can_drop_lv: 0
-
-// Allow GMs' to see the hp of every player?
-disp_hpmeter: no
-
-// Players' will drop a 'Bone' when killed?
-// 1 - Dropped only in PvP maps
-// 2 - Dropped in all situations
-// 0 - Disabled
-bone_drop: 0
-
-// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
-finding_ore_rate: 100
-
-//Method of calculating earned experience when defeating a monster:
-//0 - jAthena's
-//1 - eAthena's, using damage given / max_hp as damage ratio
-//2 - eAthena's, using damage given / total damage as damage ratio
-exp_calc_type: 1
-
-// 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
-
-// Is exp sharing disabled for idle members in the party?
-idle_no_share: no
-
-import: conf/import/battle_conf.txt
-