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Diffstat (limited to 'conf/battle/skill.conf')
-rw-r--r-- | conf/battle/skill.conf | 303 |
1 files changed, 0 insertions, 303 deletions
diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf deleted file mode 100644 index 7622968f8..000000000 --- a/conf/battle/skill.conf +++ /dev/null @@ -1,303 +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) -//-------------------------------------------------------------- - -// 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 - -// Does the delay time depend on the caster's DEX and/or AGI? (Note 1) -// Note: On Official servers, neither Dex nor Agi affect delay time -delay_dependon_dex: no -delay_dependon_agi: no - -// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1) -// Note: Setting this to anything above 0 can stop speedhacks. -min_skill_delay_limit: 100 - -// This delay is the min 'can't walk delay' of all skills. -// NOTE: Do not set this too low, if a character starts moving too soon after -// doing a skill, the client will not update this, and the player/mob will -// appear to "teleport" afterwards. -default_walk_delay: 300 - -//Completely disable skill delay of the following types (Note 3) -//NOTE: By default mobs don't have the skill delay as specified in the skill -// database, but follow their own 'reuse' skill delay which is specified on -// the mob skill db. When set, the delay for all skills become -// min_skill_delay_limit. -no_skill_delay: 2 - -// At what dex does the cast time become zero (instant cast)? -castrate_dex_scale: 150 - -// How much (dex*2+int) does variable cast turns zero? -vcast_stat_scale: 530 - -// What level of leniency should the skill system give for skills when -// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300) -// -// NOTE: Setting this to 100% may cause some issues with valid skills not being cast. -// The time difference between client and server varies so allowing 90% leniency -// should be enough to forgive very small margins of error. -skill_amotion_leniency: 90 - -// Will normal attacks be able to ignore the delay after skills? (Note 1) -skill_delay_attack_enable: yes - -// 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. -// 0 disables this range checking (default) -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 - -// Does the distance between caster and target define if the skill is a ranged skill? (Note 3) -// 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's range (if it is above 5, the skill is ranged). -// Default 14 (mobs + pets + homun) -skillrange_by_distance: 14 - -// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3) -// NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used. -// Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400. -skillrange_from_weapon: 0 - -// Should a check on the caster's status be performed in all skill attacks? -// When set to yes, meteors, storm gust and any other ground skills will have -// no effect while the caster is unable to fight (eg: stunned). -skill_caster_check: yes - -// Should ground placed skills be removed as soon as the caster dies? (Note 3) -clear_skills_on_death: 0 - -// Should ground placed skills be removed when the caster changes maps? (Note 3) -clear_skills_on_warp: 15 - -//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies" -//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies) -//See db/skill_unit_db.txt for more info. -defunit_not_enemy: no - -// Do skills do at least 'hits' damage when they don't miss/are blocked? -//(for example, will firebolts always do "number of bolts" damage versus plants?) -//Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks. -skill_min_damage: 6 - -// The delay rate of monk's combo (Note 2) -combo_delay_rate: 100 - -// Use alternate auto Counter Attack Skill Type? (Note 3) -// For those characters on which it is set, 100% Critical, -// Otherwise it disregard DEF and HIT+20, CRI*2 -auto_counter_type: 15 - -// Can ground skills be placed on top of each other? (Note 3) -// By default, skills with UF_NOREITERATION set cannot be stacked on top of -// other skills, this setting will override that. (skill_unit_db) -skill_reiteration: 0 - -// Can ground skills NOT be placed underneath/near players/monsters? (Note 3) -// 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 3) -// Default on official servers: yes for player-traps -gvg_traps_target_all: 1 - -// Some traps settings (add as necessary): -// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times. -// (Invisible traps can be revealed through Hunter's Detecting skill) -traps_setting: 0 - -// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary) -// 1: Enable players to damage the floras outside of versus grounds. -// 2: Disable having different types out at the same time -// (eg: forbid summoning anything except hydras when there's already -// one hydra out) -summon_flora_setting: 3 - -// When songs are canceled, terminated or the character goes out of the -// area of effect, there's an additional effect that lasts for 20 seconds -// Should that time be reset for each song? -// 0: No, you must recast the song AFTER those 20 seconds to have the effect again (Aegis) -// 1: Yes, recasting songs reset the 20 seconds timer (eathena) -song_timer_reset: 0 - -// Whether placed down skills will check walls (Note 1) -// (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side) -skill_wall_check: yes - -// When cloaking, Whether the wall is checked or not. (Note 1) -// Note: When the skill does not checks for walls, you will always be considered -// as if you had a wall-next to you (you always get the wall-based speed). -// Add the settings as required, being hit always uncloaks you. -// 0 = doesn't check for walls -// 1 = Check for walls -// 2 = Cloaking is not canceled when attacking. -// 4 = Cloaking is not canceled when using skills -player_cloak_check_type: 1 -monster_cloak_check_type: 4 - -// Can't place unlimited land skills at the same time (Note 3) -land_skill_limit: 9 - -//Determines which kind of skill-failed messages should be sent: -// 0 - Enable by default -// 1 - Disable all skill-failed messages. -// 2 - Disable skill-failed messages due to can-act delays. -// 4 - Disable failed message from Snatcher -// 8 - Disable failed message from Envenom -display_skill_fail: 0 - -// Can a player in chat room (in-game), be warped by a warp portal? (Note 1) -chat_warpportal: no - -// What should the wizard's "Sense" skill display on the defense fields? -// 0: Do not show defense -// 1: Base defense [RE default] -// 2: Vit/Int defense -// 3: Both (the addition of both) -sense_type: 1 - -// Which finger offensive style will be used? -// 0 = Aegis style (single multi-hit attack) -// 1 = Athena style (multiple consecutive attacks) -finger_offensive_type: 0 - -// Grandcross Settings (Don't mess with these) -// If set to no, hit interval is increased based on the amount of mobs standing on the same cell -// (means that when there's stacked mobs in the same cell, they won't receive all hits) -gx_allhit: no - -// 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 - -// Remove trap type -// 0 = Aegis system : Returns 1 'Trap' item -// 1 = Athena system : Returns all items used to deploy the trap -skill_removetrap_type: 0 - -// Does using bow to do a backstab give a 50% damage penalty? (Note 1) -backstab_bow_penalty: yes - -// How many times you could try to steal from a mob. -// Note: It helps to avoid stealing exploit on monsters with few rare items -// Use 0 to disable (max allowed value is 255) -skill_steal_max_tries: 0 - -// Can Rogues plagiarize advanced job skills -// 0 = no restriction -// 1 = only stalker may plagiarize advanced skills -// 2 = advanced skills cannot be plagiarized by anyone -// Official servers setting: 2 -copyskill_restrict: 2 - -// Does Berserk/Frenzy cancel other self-buffs when used? -berserk_cancels_buffs: no - -// Level and Strength of "MVP heal". When someone casts a heal of this level or -// above, the heal formula is bypassed and this value is used instead. -max_heal: 9999 -max_heal_lv: 11 - -// Emergency Recall Guild Skill setting (add as appropriate). -// Note that for the skill to be usable at all, -// you need at least one of 1/2 and 4/8 -// 1: Skill is usable outside of woe. -// 2: Skill is usable during woe. -// 4: Skill is usable outside of GvG grounds -// 8: Skill is usable on GvG grounds -//16: Disable skill from "nowarpto" maps -// (it will work on GVG castles even if they are set to nowarpto, though) -emergency_call: 11 - -// Guild Aura Skills setting (add as appropriate). -// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES) -// Note that for the skill to be usable at all, -// you need at least one of 1/2 and 4/8 -// 1: Skill works outside of woe. -// 2: Skill works during woe. -// 4: Skill works outside of GvG grounds -// 8: Skill works on GvG grounds -//16: Disable skill from affecting Guild Master -guild_aura: 31 - -// Allows players to skip menu when casting Teleport level 1 -// Menu contains two options. "Random" and "Cancel" -skip_teleport_lv1_menu: no - -// Allow use of SG skills without proper day (Sun/Moon/Star) ? -allow_skill_without_day: no - -// Allow use of ES-type magic on players? -allow_es_magic_player: no - -// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000) -sg_miracle_skill_ratio: 2 - -// Miracle of the Sun, Moon and Stars skill duration in milliseconds -sg_miracle_skill_duration: 3600000 - -// Angel of the Sun, Moon and Stars skill ratio (100% = 10000) -sg_angel_skill_ratio: 10 - -// Skills that bHealPower has effect on -// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun -skill_add_heal_rate: 7 - -// Whether the damage of EarthQuake with a single target on screen is able to be reflected. -// Note: On official server, EQ is reflectable when there is only one target on the screen, -// which might be an exploit to hunt the MVPs. -eq_single_target_reflectable: yes - -// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status. -// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous. -// (The number will show but no actual damage will be done) -invincible.nodamage: no - -// Dancing Weapon Switch -// On official server, a fix is in place that prevents the switching of weapons to cancel songs. -// Default: yes -dancing_weaponswitch_fix: yes - -// Skill Trap Type (GvG) -// 0: (official) Traps in GvG only make player stop moving after its walk path is complete, and it activates other traps on the way. -// 1: Traps in GvG make player stop moving right when stepping over it. -skill_trap_type: 0 - -// Max Possible Level of Monster skills -// Note: If your MVPs are too tough, reduce it to 10. -mob_max_skilllvl: 100 - -// Area of Bowling Bash chain reaction -// 0: Use official gutter line system -// 1: Gutter line system without demi gutter bug -// 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41) -// Note: If you knock the target out of the area it will only be hit once and won't do splash damage -bowling_bash_area: 0 - -// On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to -// south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the -// edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you -// punch a hole into SG it will for example create a "suck in" effect. -// If you disable this setting, the knockback direction will be completely random (eAthena style). -stormgust_knockback: yes |