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Diffstat (limited to 'conf/battle/battle.conf')
-rw-r--r-- | conf/battle/battle.conf | 157 |
1 files changed, 0 insertions, 157 deletions
diff --git a/conf/battle/battle.conf b/conf/battle/battle.conf deleted file mode 100644 index 8c9447ccb..000000000 --- a/conf/battle/battle.conf +++ /dev/null @@ -1,157 +0,0 @@ -//-------------------------------------------------------------- -// Hercules Battle Configuration File -// Originally Translated by Peter Kieser <pfak@telus.net> -// Made in to plainer English by Ancyker -//-------------------------------------------------------------- -// Note 1: Value is a config switch (on/off, yes/no or 1/0) -// Note 2: Value is in percents (100 means 100%) -// Note 3: Value is a bit field. If no description is given, -// assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary) -//-------------------------------------------------------------- - -// Who should have a baseatk value (makes str affect damage)? (Note 3) -enable_baseatk: 9 - -// Who can have perfect flee? (Note 3) -enable_perfect_flee: 1 - -// Who can have critical attacks? (Note 3) -// (Note that there are some skills that always do critical hit regardless of this) -enable_critical: 17 - -// Critical adjustment rate for non-players (Note 2) -mob_critical_rate: 100 -critical_rate: 100 - -// Should normal attacks give you a walk delay? (Note 3) -// If no, characters can move as soon as they start an attack (attack animation -// or walk animation may be omitted client-side, causing cropped attacks or -// monsters that teleport to you) -// Otherwise, the delay is equal to the 'attack animation' (amotion) -attack_walk_delay: 15 - -// 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 - -// Should race or element be used to consider someone undead? -// 0 = element undead -// 1 = race undead -// 2 = both (either one works) -undead_detect_type: 0 - -// Does HP recover if hit by an attribute that's same as your own? (Note 1) -// (Will not work in Renewal) -attribute_recover: no - -// 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 - -// When agi penalty is enabled, to whom it should apply to? (Note 3) -// By default, only players get the penalty. -agi_penalty_target: 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 both equipment and vit DEF when more than vit_penalty_count monsters are targetting player -// 0 = no penalty is applied -// 1 = vit_penalty_num is reduced from DEF as a % -// 2 = vit_penalty_num is reduced from DEF as an exact amount -vit_penalty_type: 1 - -// When vit penalty is enabled, to whom it should apply to? (Note 3) -// By default, only players get the penalty. -vit_penalty_target: 1 - -// Amount of enemies required to be targetting player before 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 - -// Use alternate method of DEF calculation for physical attacks. -// With 0, disabled (use normal def% reduction with further def2 reduction) -// At 1 or more defense is subtraction of (DEF* value). -// eg: 10 + 50 def becomes 0 + (10*type + 50) -weapon_defense_type: 0 - -// MDEF, same as above....(MDEF*value) -magic_defense_type: 0 - -// Change attacker's direction to face opponent on every attack? (Note 3) -// NOTE: On official servers knockback of some skills like Firewall is always based on the -// last direction walked. Even when attacking in a completely different direction, the -// knockback direction won't change, so e.g. if you walk north and then attack an enemy to -// the south you will still be knocked back to the south by Firewall. Immobile monsters -// will always be knocked back to the south as their default direction is north. -attack_direction_change: 0 - -// For those who is set, their innate attack element is "not elemental" -// (100% versus on all defense-elements) (Note 3) -// NOTE: This is the setting that makes it so non-players can hit for full -// damage against Ghost-type targets with normal attacks (eg: vs. Ghostring). -attack_attr_none: 14 - -// 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/ammo consumed when used on a bow/gun? -// 0 = No -// 1 = Yes -// 2 = Yes even for skills that do not specify arrow consumption when said -// skill is weapon-based and used with ranged weapons (auto-guesses which -// skills should consume ammo when it's acquired via a card or plagiarize) -arrow_decrement: 1 - -// Should the item script bonus 'Autospell' check for range/obstacles before casting? -// Official behavior is "no", setting this to "yes" will make skills use their defined -// range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed. -// This setting also affects autospellwhenhit. -autospell_check_range: no - -// If both the attacker and the target are on the same tile, should the target be knocked back to the left? -// Official behavior is "yes", setting this to "no" will knock the target back behind the attacker. -knockback_left: yes - -// Should the target be able of dodging damage by snapping away to the edge of the screen? -// Official behavior is "no" -snap_dodge: no |