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-rw-r--r--conf/battle/battle.conf143
-rw-r--r--conf/battle/battleground.conf32
-rw-r--r--conf/battle/client.conf126
-rw-r--r--conf/battle/drops.conf137
-rw-r--r--conf/battle/exp.conf91
-rw-r--r--conf/battle/feature.conf20
-rw-r--r--conf/battle/gm.conf32
-rw-r--r--conf/battle/guild.conf53
-rw-r--r--conf/battle/homunc.conf45
-rw-r--r--conf/battle/items.conf77
-rw-r--r--conf/battle/misc.conf126
-rw-r--r--conf/battle/monster.conf209
-rw-r--r--conf/battle/party.conf54
-rw-r--r--conf/battle/pet.conf77
-rw-r--r--conf/battle/player.conf144
-rw-r--r--conf/battle/skill.conf277
-rw-r--r--conf/battle/status.conf41
17 files changed, 1684 insertions, 0 deletions
diff --git a/conf/battle/battle.conf b/conf/battle/battle.conf
new file mode 100644
index 000000000..87ad91597
--- /dev/null
+++ b/conf/battle/battle.conf
@@ -0,0 +1,143 @@
+//--------------------------------------------------------------
+// rAthena 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)
+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 substraction 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)
+attack_direction_change: 15
+
+// 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
diff --git a/conf/battle/battleground.conf b/conf/battle/battleground.conf
new file mode 100644
index 000000000..98b2dd8db
--- /dev/null
+++ b/conf/battle/battleground.conf
@@ -0,0 +1,32 @@
+//--------------------------------------------------------------
+// rAthena 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)
+//--------------------------------------------------------------
+
+// Melee damage adjustments (non skills) for Battleground maps (Note 2)
+bg_short_attack_damage_rate: 80
+
+// Ranged damage adjustments (non skills) for Battleground maps (Note 2)
+bg_long_attack_damage_rate: 80
+
+// Weapon skills damage adjustments for Battleground maps (Note 2)
+bg_weapon_attack_damage_rate: 60
+
+// Magic skills damage adjustments for Battleground maps (Note 2)
+bg_magic_attack_damage_rate: 60
+
+// Misc skills damage adjustments for Battleground maps (Note 2)
+bg_misc_attack_damage_rate: 60
+
+// Flee penalty on BG grounds.
+// NOTE: It's %, not absolute, so 20 is -20% of your total flee
+bg_flee_penalty: 20
+
+// Interval before updating the bg-member map mini-dots (milliseconds)
+bg_update_interval: 1000
diff --git a/conf/battle/client.conf b/conf/battle/client.conf
new file mode 100644
index 000000000..0522e9425
--- /dev/null
+++ b/conf/battle/client.conf
@@ -0,0 +1,126 @@
+//--------------------------------------------------------------
+// rAthena 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)
+//--------------------------------------------------------------
+
+// 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
+// 0x00001: Clients older than 2004-09-06aSakray (packet versions 5-9)
+// 0x00002: 2004-09-06aSakexe (version 10)
+// 0x00004: 2004-09-20aSakexe (version 11)
+// 0x00008: 2004-10-05aSakexe (version 12)
+// 0x00010: 2004-10-25aSakexe (version 13)
+// 0x00020: 2004-11-29aSakexe (version 14)
+// 0x00040: 2005-01-10bSakexe (version 15)
+// 0x00080: 2005-05-09aSakexe (version 16)
+// 0x00100: 2005-06-28aSakexe (version 17)
+// 0x00200: 2005-07-18aSakexe (version 18)
+// 0x00400: 2005-07-19bSakexe (version 19)
+// 0x00800: 2006-03-27aSakexe (version 20)
+// 0x01000: 2007-01-08aSakexe (version 21)
+// 0x02000: 2007-02-12aSakexe (version 22)
+// 0x04000: 2008-09-10aSakexe (version 23)
+// 0x08000: 2008-08-27aRagexeRE (version 24)
+// 0x10000: 2008-09-10aRagexeRE (version 25)
+// default value: 0xFFFFFF (all clients)
+packet_ver_flag: 0xFFFFFF
+
+// Minimum delay between whisper/global/party/guild messages (in ms)
+// Messages that break this threshold are silently omitted.
+min_chat_delay: 0
+
+// Valid range of dyes and styles on the client.
+min_hair_style: 0
+max_hair_style: 27
+min_hair_color: 0
+max_hair_color: 8
+min_cloth_color: 0
+max_cloth_color: 4
+
+// When set to yes, the damage field in packets sent from woe maps will be set
+// to -1, making it impossible for GMs, Bots and Hexed clients to know the
+// actual damage caused by attacks. (Note 1)
+hide_woe_damage: no
+
+// "hair style" number that identifies pet.
+// NOTE: The client uses the "hair style" field in the mob packet to tell them apart from mobs.
+// This value is always higher than the max hair-style available in said client.
+// Known values to work (all 2005 clients):
+// older sakexes: 20
+// sakexe 0614: 24
+// sakexe 0628 (and later): 100
+pet_hair_style: 100
+
+// Visible area size (how many squares away from a player can they see)
+area_size: 14
+
+// Maximum allowed 'level' value that can be sent in unit packets.
+// Use together with the aura_lv setting to tell when exactly to show the aura.
+// NOTE: You also need to adjust the client if you want this to work.
+// NOTE: Default is 99. Values above 127 will probably behave incorrectly.
+// NOTE: If you don't know what this does, don't change it!!!
+max_lv: 99
+
+// Level required to display an aura.
+// NOTE: This assumes that sending max_lv to the client will display the aura.
+// NOTE: aura_lv must not be less than max_lv.
+// Example: If max_lv is 99 and aura_lv is 150, characters with level 99~149
+// will be sent as being all level 98, and only characters with level
+// 150 or more will be reported as having level 99 and show an aura.
+aura_lv: 99
+
+// Units types affected by max_lv and aura_lv settings. (Note 3)
+// Note: If an unit type, which normally does not show an aura, is
+// set it will obtain an aura when it meets the level requirement.
+// Default: 0 (none)
+client_limit_unit_lv: 0
+
+// Will tuxedo and wedding dresses be shown when worn? (Note 1)
+wedding_modifydisplay: no
+
+// Save Clothes color. (This will degrade performance) (Note 1)
+save_clothcolor: yes
+
+// Do not display cloth colors for the wedding class?
+// Note: Both save_clothcolor and wedding_modifydisplay have to be enabled
+// for this option to take effect. Set this to yes if your cloth palettes
+// pack doesn't has wedding palettes (or has less than the other jobs)
+wedding_ignorepalette: no
+
+// Do not display cloth colors for the Xmas class?
+// Set this to yes if your cloth palettes pack doesn't has Xmas palettes (or has less than the other jobs)
+xmas_ignorepalette: no
+
+// Do not display cloth colors for the Summer class?
+// Set this to yes if your cloth palettes pack doesn't has Summer palettes (or has less than the other jobs)
+summer_ignorepalette: no
+
+// Set this to 1 if your clients have langtype problems and can't display motd properly
+motd_type: 0
+
+// Show rAthena version to users when the login?
+display_version: yes
+
+// When affected with the "Hallucination" status effect, send the effect to client? (Note 1)
+// Note: Set to 'no' if the client lags due to the "Wavy" screen effect.
+display_hallucination: yes
+
+// Set this to 1 if your client supports status change timers and you want to use them
+// Clients from 2009 onward support this
+display_status_timers: yes
+
+// Randomizes the dice emoticon server-side, to prevent clients from forging
+// packets for the desired number. (Note 1)
+client_reshuffle_dice: yes
+
+// Sorts the character and guild storage before it is sent to the client.
+// Official servers do not sort storage. (Note 1)
+// NOTE: Enabling this option degrades performance.
+client_sort_storage: no
diff --git a/conf/battle/drops.conf b/conf/battle/drops.conf
new file mode 100644
index 000000000..104f08467
--- /dev/null
+++ b/conf/battle/drops.conf
@@ -0,0 +1,137 @@
+//--------------------------------------------------------------
+// rAthena 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%)
+//--------------------------------------------------------------
+
+// If an item is dropped, 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
+
+// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)
+item_first_get_time: 3000
+
+// Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds)
+// (Takes effect after item_first_get_time elapses)
+item_second_get_time: 1000
+
+// Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds)
+// (Takes effect after the item_second_get_time elapses)
+item_third_get_time: 1000
+
+// Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds)
+mvp_item_first_get_time: 10000
+
+// Grace time for the first and second MvP so they can get the item? (in milliseconds)
+// (Takes effect after mvp_item_first_get_time elapses)
+mvp_item_second_get_time: 10000
+
+// Grace time for the first, second and third MvP so they can get the item? (in milliseconds)
+// (Takes effect after mvp_item_second_get_time elapses)
+mvp_item_third_get_time: 2000
+
+// Item drop rates (Note 2)
+
+// The rate the common items are dropped (Items that are in the ETC tab, besides card)
+item_rate_common: 100
+item_rate_common_boss: 100
+item_drop_common_min: 1
+item_drop_common_max: 10000
+
+// The rate healing items are dropped (items that restore HP or SP)
+item_rate_heal: 100
+item_rate_heal_boss: 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 dropped.
+item_rate_use: 100
+item_rate_use_boss: 100
+item_drop_use_min: 1
+item_drop_use_max: 10000
+
+// The rate at which equipment is dropped.
+item_rate_equip: 100
+item_rate_equip_boss: 100
+item_drop_equip_min: 1
+item_drop_equip_max: 10000
+
+// The rate at which cards are dropped
+item_rate_card: 100
+item_rate_card_boss: 100
+item_drop_card_min: 1
+item_drop_card_max: 10000
+
+// The rate adjustment for the MVP items that the MVP gets directly in their inventory
+item_rate_mvp: 100
+item_drop_mvp_min: 1
+item_drop_mvp_max: 10000
+
+// The rate adjustment for card-granted item drops.
+item_rate_adddrop: 100
+item_drop_add_min: 1
+item_drop_add_max: 10000
+
+// Rate adjustment for Treasure Box drops (these override all other modifiers)
+item_rate_treasure: 100
+item_drop_treasure_min: 1
+item_drop_treasure_max: 10000
+
+// Use logarithmic drops? (Note 1)
+// Logarithmic drops scale drop rates in a non-linear fashion using the equation
+// Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
+// Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
+// Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
+// Y: Original Drop Rate
+// X: Rate drop modifier (eg: item_rate_equip)
+// X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
+// -----+---------------------------------------------------------------
+// 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92
+// 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
+// 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13
+// 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98
+// 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69
+// 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64
+// 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53
+//10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13
+//20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100%
+//50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%
+item_logarithmic_drops: no
+
+// Can the monster's drop rate become 0? (Note 1)
+// Default: no (as in official servers).
+drop_rate0item: no
+
+// Makes your LUK value affect drop rates on an absolute basis.
+// Setting to 100 means each luk adds 0.01% chance to find items
+// (regardless of item's base drop rate).
+drops_by_luk: 0
+
+// Makes your LUK value affect drop rates on a relative basis.
+// Setting to 100 means each luk adds 1% chance to find items
+// (So at 100 luk, everything will have double chance of dropping).
+drops_by_luk2: 0
+
+// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
+finding_ore_rate: 100
+
+// Whether or not Marine Spheres and Floras summoned by Alchemist drop items?
+// This setting has three available values:
+// 0: Nothing drops.
+// 1: Only marine spheres drop items.
+// 2: All alchemist summons drop items.
+alchemist_summon_reward: 1
+
+// Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
+// This can be set to any value between 0~10000.
+// Note: It also announces STEAL skill usage with rare items
+// 0 = don't show announces at all
+// 1 = show announces for 0.01% drop chance items
+// 333 = show announces for 3.33% or lower drop chance items
+// 10000 = show announces for all items
+rare_drop_announce: 0
diff --git a/conf/battle/exp.conf b/conf/battle/exp.conf
new file mode 100644
index 000000000..fbc7c2967
--- /dev/null
+++ b/conf/battle/exp.conf
@@ -0,0 +1,91 @@
+//--------------------------------------------------------------
+// rAthena 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: The max level of classes is stored in the exp table.
+// See files db/exp.txt and db/exp2.txt to change them.
+//--------------------------------------------------------------
+
+// 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
+
+// Turn this on to allow a player to level up more than once from a kill. (Note 1)
+multi_level_up: no
+
+// Setting this can cap the max experience one can get per kill specified as a
+// % of the current exp bar. (Every 10 = 1.0%)
+// For example, set it to 500 and no matter how much exp the mob gives,
+// it can never give you above half of your current exp bar.
+max_exp_gain_rate: 0
+
+// Method of calculating earned experience when defeating a monster:
+// 0 = uses damage given / total damage as damage ratio
+// 1 = uses damage given / max_hp as damage ratio
+// NOTE: Using type 1 disables the bonus where the first attacker gets
+// his share of the exp doubled when multiple people attack the mob.
+exp_calc_type: 0
+
+// Experience increase per attacker. That is, every additional attacker to the
+// monster makes it give this much more experience
+// (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp)
+exp_bonus_attacker: 25
+
+// Max number of attackers at which exp bonus is capped
+// (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
+exp_bonus_max_attacker: 12
+
+// MVP bonus exp rate. (Note 2)
+mvp_exp_rate: 100
+
+// Rate of base/job exp given by NPCs. (Note 2)
+quest_exp_rate: 100
+
+// 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 received * skill lv) * shop_exp / 10000.
+shop_exp: 0
+
+// 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 (to another player), how much zeny should we penalize them with?
+// NOTE: It is a percentage of their zeny, so 100 = 1%
+zeny_penalty: 0
+
+// Will display experience gained from killing a monster. (Note 1)
+disp_experience: no
+
+// Will display zeny earned (from mobs, trades, etc) (Note 1)
+disp_zeny: no
+
+// Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
+// If no, an equation will be used which preserves statpoints earned/lost
+// through external means (ie: stat point buyers/sellers)
+use_statpoint_table: yes
diff --git a/conf/battle/feature.conf b/conf/battle/feature.conf
new file mode 100644
index 000000000..fa05efd8b
--- /dev/null
+++ b/conf/battle/feature.conf
@@ -0,0 +1,20 @@
+//--------------------------------------------------------------
+// rAthena Feature Configuration File
+//--------------------------------------------------------------
+// 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)
+//--------------------------------------------------------------
+
+// Buying store (Note 1)
+// Requires: 2010-04-27aRagexeRE or later
+feature.buying_store: on
+
+// Search stores (Note 1)
+// Requires: 2010-08-03aRagexeRE or later
+feature.search_stores: on
+
+// Atcommand suggestions (Note 1)
+// If one type incomplete atcommand, it will suggest the complete ones.
+feature.atcommand_suggestions: off \ No newline at end of file
diff --git a/conf/battle/gm.conf b/conf/battle/gm.conf
new file mode 100644
index 000000000..e02efa9a8
--- /dev/null
+++ b/conf/battle/gm.conf
@@ -0,0 +1,32 @@
+//--------------------------------------------------------------
+// rAthena 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%)
+//--------------------------------------------------------------
+
+// The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
+atcommand_spawn_quantity_limit: 100
+
+// Maximum number of slave-clones that can be have by using the @slaveclone at command. (0 denotes unlimited quantity)
+atcommand_slave_clone_limit: 25
+
+// If 'no', commands require exact player name. If 'yes', entering a partial
+// name will work, as long as there's only one match from all players in the
+// current map server.
+partial_name_scan: yes
+
+// (@) @allstats/@str/@agi/@vit/@int/@dex/@luk
+// allow gms to bypass the maximum stat parameter? ( if yes gm stats can go up to 32k ) default: no
+atcommand_max_stat_bypass: no
+
+// Ban people that try trade dupe.
+// Duration of the ban, in minutes (default: 5). To disable the ban, set 0.
+ban_hack_trade: 5
+
+// requires RENEWAL_DROP to be enabled (src/map/config/renewal.h)
+// modifies @mobinfo to display the users' real drop rate as per renewal_drop formula
+// modifies @iteminfo to not display the minimum item drop rate (since it can't tell the mob level)
+atcommand_mobinfo_type: 0 \ No newline at end of file
diff --git a/conf/battle/guild.conf b/conf/battle/guild.conf
new file mode 100644
index 000000000..234c73994
--- /dev/null
+++ b/conf/battle/guild.conf
@@ -0,0 +1,53 @@
+//--------------------------------------------------------------
+// rAthena 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%)
+//--------------------------------------------------------------
+
+// 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
+
+// Activate guild skills delay by relog? (Note 1)
+// Official setting is "yes", otherwise allow guild leaders to relog to cancel the 5 minute delay.
+guild_skill_relog_delay: yes
+
+// Damage adjustments for WOE battles against defending Guild monsters (Note 2)
+castle_defense_rate: 100
+
+// Melee damage adjustments (non skills) for WoE battles (Guild Vs Guild) (Note 2)
+gvg_short_attack_damage_rate: 80
+
+// Ranged damage adjustments (non skills) for WoE battles (Guild Vs Guild) (Note 2)
+gvg_long_attack_damage_rate: 80
+
+// Weapon skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_weapon_attack_damage_rate: 60
+
+// Magic skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_magic_attack_damage_rate: 60
+
+// Misc skills damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_misc_attack_damage_rate: 60
+
+// Flee penalty on gvg grounds. Official value is 20 (Note 2)
+// NOTE: It's %, not absolute, so 20 is -20% of your total flee
+gvg_flee_penalty: 20
+
+// Can the 'Glory of Guild' skill be learnt in the Guild window,
+// and does changing emblems require it? (Note 1)
+// P.S: This skill is not implemented on official servers
+require_glory_guild: no
+
+// Limit Guild alliances. Value is 0 to 3.
+// If you want to change this value, clear the guild alliance table.
+// Default is 3
+max_guild_alliance: 3
diff --git a/conf/battle/homunc.conf b/conf/battle/homunc.conf
new file mode 100644
index 000000000..6ebd43bec
--- /dev/null
+++ b/conf/battle/homunc.conf
@@ -0,0 +1,45 @@
+//--------------------------------------------------------------
+// rAthena 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)
+//--------------------------------------------------------------
+
+// Homunculus setting (Note 3)
+// Activates various 'quirks' that makes them behave unlike normal characters.
+// 0x001: Can't be targetted by support skills (except for their master)
+// 0x004: Mobs will always go after them instead of players until attacked
+// 0x008: Copy their master's speed on spawn/map-change
+// 0x010: They display luk/3+1 instead of their actual critical in the
+// stat window (by default they don't crit)
+// 0x020: Their Min-Matk is always the same as their max
+// 0x040: Skill re-use delay is reset when they are vaporized.
+hom_setting: 0xFFFF
+
+// The rate a homunculus will get friendly by feeding it. (Note 2)
+homunculus_friendly_rate: 100
+
+// Can you name a homunculus more then once? (Note 1)
+hom_rename: no
+
+// Intimacy needed to use Evolved Vanilmirth's Bio Explosion
+hvan_explosion_intimate: 45000
+
+// Show stat growth to the owner when an Homunculus levels up
+homunculus_show_growth: yes
+
+// Does autoloot work, when a monster is killed by homunculus only?
+homunculus_autoloot: yes
+
+// Should homunculii Vaporize when Master dies?
+homunculus_auto_vapor: yes
+
+// Max level for regular Homunculus
+homunculus_max_level: 99
+
+// Max level for Homunculus S
+homunculus_S_max_level: 150
diff --git a/conf/battle/items.conf b/conf/battle/items.conf
new file mode 100644
index 000000000..7c0ee1ad3
--- /dev/null
+++ b/conf/battle/items.conf
@@ -0,0 +1,77 @@
+//--------------------------------------------------------------
+// rAthena 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)
+//--------------------------------------------------------------
+
+// The highest value at which an item can be sold via the merchant vend skill. (in zeny)
+vending_max_value: 1000000000
+
+// Whether to allow buying from vending chars that are at their max. zeny limit.
+// If set to yes, the rest of the zeny above the char's capacity will disappear.
+vending_over_max: yes
+
+// Tax to apply to all vending transactions (eg: 10000 = 100%, 50 = 0.50%)
+// When a tax is applied, the item's full price is charged to the buyer, but
+// the vender will not get the whole price paid (they get 100% - this tax).
+vending_tax: 200
+
+// Show the buyer's name when successfully vended an item
+buyer_name: yes
+
+// Forging success rate. (Note 2)
+weapon_produce_rate: 100
+
+// Prepare Potion success rate. (Note 2)
+potion_produce_rate: 100
+
+// Do produced items have the maker's name on them? (Note 3)
+// 0x01: Produced Weapons
+// 0x02: Produced Potions
+// 0x04: Produced Arrows
+// 0x08: Produced Holy Water/Ancilla
+// 0x10: Produced Deadly Potions
+// 0x80: Other produced items.
+produce_item_name_input: 0x03
+
+// Is a monster summoned via dead branch aggressive? (Note 1)
+dead_branch_active: yes
+
+// Should summoned monsters check the player's base level? (dead branches) (Note 1)
+// On officials this is no - monsters summoned from dead/bloody branches can be ANY level.
+// Change to 'yes' to only summon monsters less than or equal to the player's base level.
+random_monster_checklv: no
+
+// Can any player equip any item regardless of the gender restrictions
+// NOTE: Wedding Rings and Whips/Musical Instruments will check gender regardless of setting.
+ignore_items_gender: yes
+
+// Item check? (Note 1)
+// On map change it will check for items not tagged as "available" and
+// auto-delete them from inventory/cart.
+// NOTE: An item is not available if it was not loaded from the item_db or you
+// specify it as unavailable in db/item_avail.txt
+item_check: no
+
+// How much time must pass between item uses?
+// Only affects the delay between using items, prevents healing item abuse. Recommended ~500 ms
+// On officials this is 0, but it's set to 100ms as a measure against bots/macros.
+item_use_interval: 100
+
+// How much time must pass between cash food uses? Default: 60000 (1 min)
+cashfood_use_interval: 60000
+
+// Required level of bNoMagicDamage before Status Changes are blocked (Golden Thief Bug card).
+// For example, if left at 50. An item can give bNoMagicDamage,40;
+// which reduces magic damage by 40%, but does not blocks status changes.
+gtb_sc_immunity: 50
+
+// Enable autospell card effects to stack?
+// NOTE: Different cards that grant the same skill will both
+// always work independently of each other regardless of setting.
+autospell_stacking: no
diff --git a/conf/battle/misc.conf b/conf/battle/misc.conf
new file mode 100644
index 000000000..0105e542b
--- /dev/null
+++ b/conf/battle/misc.conf
@@ -0,0 +1,126 @@
+//--------------------------------------------------------------
+// rAthena 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)
+//--------------------------------------------------------------
+
+// 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.
+// Note: If pk_mode is set to 2 instead of 1 (yes), players will receive a
+// manner penalty of 5 each time they kill another player (see manner_system
+// config to adjust how this will affect players)
+pk_mode: 0
+
+// Manner/karma system configuration. Specifies how does negative manner
+// (red no chat bubble) affects players (add as needed):
+// 0: No penalties.
+// 1: Disables chatting (includes whispers, party/guild msgs, etc)
+// 2: Disables skill usage
+// 4: Disables commands usage
+// 8: Disables item usage/picking/dropping
+// 16: Disables room creation (chatrooms and vending shops)
+manner_system: 15
+
+// For PK Server Mode. Change this to define the minimum level players can start PK-ing
+pk_min_level: 55
+
+// For PK Server Mode. It specifies the maximum level difference between
+// players to let them attack each other. 0 disables said limit.
+pk_level_range: 0
+
+// For PK servers. Damage adjustment settings, these follow the same logic
+// as their WoE counterparts (see guild.conf)
+pk_short_attack_damage_rate: 80
+pk_long_attack_damage_rate: 70
+pk_weapon_attack_damage_rate: 60
+pk_magic_attack_damage_rate: 60
+pk_misc_attack_damage_rate: 60
+
+// Display skill usage in console? (for debug only) (default: off) (Note 3)
+skill_log: off
+
+// Display battle log? (for debug only) (default: off) (Note 1)
+battle_log: off
+
+// Display other stuff? (for debug only) (default: off) (Note 1)
+etc_log: off
+
+// Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1)
+// It will also run on start-up a warp-check to print out which warp points lead directly on
+// top of on-touch npcs (which can lead to infinite loopback warping situations)
+warp_point_debug: no
+
+// Choose if server begin with night (yes) or day (no)
+night_at_start: no
+
+// Define duration in msec of the day (default: 7200000 = 2 hours)
+// Set to 0 to disable day cycle (but not @day GM command).
+// Except 0, minimum is 60000 (1 minute)
+day_duration: 0
+
+// Define duration in msec of the night (default: 1800000 = 30 min)
+// Set to 0 to disable night cycle (but not @night GM command).
+// Except 0, minimum is 60000 (1 minute)
+night_duration: 0
+
+// Using duel on pvp-maps
+duel_allow_pvp: no
+
+// Using duel on gvg-maps
+duel_allow_gvg: no
+
+// Allow using teleport/warp when dueling
+duel_allow_teleport: no
+
+// Autoleave duel when die
+duel_autoleave_when_die: yes
+
+// Delay between using @duel in minutes
+duel_time_interval: 60
+
+// Restrict duel usage to same map
+duel_only_on_same_map: no
+
+// Determines max number of characters that can stack within a single cell.
+// NOTE: For this setting to make effect you have to use a server compiled with
+// Cell Stack Limit support (see src/map/map.h)
+cell_stack_limit: 1
+
+// Allow autrade only in map with autotrade flag?
+// Set this to "no" will allow autotrade where no "autotrade" mapflag is set
+// Set this to "yes" to only allow autotrade on maps with "autotrade" mapflag
+at_mapflag: no
+
+// Set this to the amount of minutes autotrade chars will be kicked from the server.
+at_timeout: 0
+
+// Auction system, fee per hour. Default is 12000
+auction_feeperhour: 12000
+
+// Auction maximum sell price
+auction_maximumprice: 500000000
+
+// Minimum delay between each store search query in seconds.
+searchstore_querydelay: 10
+
+// Maximum amount of results a store search query may yield, before
+// it is canceled.
+searchstore_maxresults: 30
+
+// Whether or not gaining and loosing of cash points is displayed (Note 1).
+// Default: no
+cashshop_show_points: no
+
+// Whether or not mail box status is displayed upon login.
+// Default: 0
+// 0 = No
+// 1 = Yes
+// 2 = Yes, when there are unread mails
+mail_show_status: 0
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf
new file mode 100644
index 000000000..fa9947ec5
--- /dev/null
+++ b/conf/battle/monster.conf
@@ -0,0 +1,209 @@
+//--------------------------------------------------------------
+// rAthena 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)
+//--------------------------------------------------------------
+
+// The HP rate of MVPs. (Note 2)
+mvp_hp_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
+
+// Defines various mob AI related settings. (Note 3)
+// 0x001: When enabled mobs will update their target cell every few iterations
+// (normally they never update their target cell until they reach it while
+// chasing)
+// 0x002: Makes mob use their "rude attack" skill (usually warping away) if they
+// are attacked and they can't attack back regardless of how they were
+// attacked (eg: GrimTooth), otherwise, their rude attack" is only activated
+// if they can't melee reach the target (eg: sniping)
+// 0x004: If not set, mobs that can change target only do so when melee attacked
+// (distance player/mob < 3), otherwise mobs may change target and chase
+// ranged attackers. This flag also overrides the 'provoke' target.
+// 0x008: If set, when a mob loses track of their target, they stop walking
+// inmediately. Otherwise, they continue to their last target tile. When
+// set mobs also scatter as soon as they lose their target. Use this mode
+// to make it much harder to mob-train by hiding and collecting them on a
+// single spot (ie: GrimTooth training)
+// 0x010: If set, mob skills defined for friends will also trigger on themselves.
+// 0x020: When set, the monster ai is executed for all monsters in maps that
+// have players on them, instead of only for mobs who are in the vecinity
+// of players.
+// 0x040: When set, when the mob's target changes map, the mob will walk towards
+// any npc-warps in it's sight of view (use with mob_warp below)
+// 0x100: When set, a mob will pick a random skill from it's list and start from
+// that instead of checking skills in orders (when unset, if a mob has too
+// many skills, the ones near the end will rarely get selected)
+// 0x200: When set, a mob's skill re-use delay will not be applied to all entries of
+// the same skill, instead, only to that particular entry (eg: Mob has heal
+// on six lines in the mob_skill_db, only the entry that is actually used
+// will receive the delay). This will make monsters harder, especially MvPs.
+// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
+// will obey the normal skill range rules.
+// Example: 0x140 -> Chase players through warps + use skills in random order.
+monster_ai: 0
+
+// Should mobs be able to be warped (add as needed)?
+// 0: Disable.
+// 1: Enable mob-warping when standing on NPC-warps
+// 2: Enable mob-warping when standing on Priest Warp Portals
+// 4: Disable warping when the target map is a 'nobranch' map.
+mob_warp: 0
+
+// If these are set above 0, they define the time (in ms) during which monsters
+// will have their 'AI' active after all players have left their vecinity.
+mob_active_time: 0
+boss_active_time: 0
+
+// Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
+view_range_rate: 100
+
+// Chase Range is the base minimum-chase that a mob gives before giving up
+// (as long as the target is outside their field of view). This is the range3
+// column in the mob_db. (Note 2)
+chase_range_rate: 100
+
+// Allow monsters to be aggresive and attack first? (Note 1)
+monster_active_enable: yes
+
+// Should the mob_db names override the mob names specified in the spawn files?
+// 0: No
+// 1: always use the mob_db Name column (english mob name)
+// 2: always use the mob_db JName column (original Kro mob name)
+override_mob_names: 0
+
+// Monster damage delay rate (Note 1)
+// Setting to no/0 is like they always have endure.
+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
+
+// Chance of mob casting a skill (Note 2)
+// Higher rates lead to 100% mob skill usage with no/few normal attacks.
+// Set to 0 to disable mob skills.
+mob_skill_rate: 100
+
+// Mob skill delay adjust (Note 2)
+// After a mob has casted a skill, there is a delay before being able to
+// re-cast it. Note that skills with a delay of 0 can't be affected by this
+// setting.
+mob_skill_delay: 100
+
+// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
+mob_count_rate: 100
+
+// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
+//Note: This does not affects mobs with inmediate respawn (most normal mobs)
+mob_spawn_delay: 100
+plant_spawn_delay: 100
+boss_spawn_delay: 100
+
+// Should mobs not spawn within the viewing range of players?
+// 0 is disabled, otherwise it is the number of retries before giving up
+// and spawning the mob within player-view anyway, unless the max (100) is used,
+// in which case the mob will not be spawned, and it'll be retried again in
+// 5 seconds.
+// NOTE: This has no effect on mobs that always spawn on the very same cell
+// (like ant eggs) except if you set it to the max.
+no_spawn_on_player: 0
+
+// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
+// If set to yes, all monsters will have a random respawn spot across the whole
+// map regardless of what the mob-spawn file says.
+force_random_spawn: no
+
+// Do summon slaves inherit the passive/aggressive traits of their master?
+// 0: No, retain original mode.
+// 1: Slaves are always aggressive.
+// 2: Slaves are always passive.
+// 3: Same as master's aggressive/passive state.
+slaves_inherit_mode: 2
+
+// Do summon slaves have the same walking speed as their master?
+// NOTE: The default is 3 for official servers.
+// 0: Never.
+// 1: If the master can walk
+// 2: If the master can't walk (even motionless mobs have a speed
+// entry in their mob_db)
+// 3: Always
+slaves_inherit_speed: 3
+
+// Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
+// chance of triggering the master's autospell cards? (Note 1)
+summons_trigger_autospells: yes
+
+// When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
+// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
+retaliate_to_master: yes
+
+// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
+// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
+// mob has a skill that is triggered by skill C, then A will be the target of
+// the skill, otherwise B will be targetted by the reaction skill.
+mob_changetarget_byskill: no
+
+// If monster's class is changed will it fully recover HP? (Note 1)
+monster_class_change_full_recover: yes
+
+// Display some mob info next to their name? (add as needed)
+// (does not works on guardian or emperium)
+// 1: Display mob HP (Hp/MaxHp format)
+// 2: Display mob HP (Percent of full life format)
+// 4: Display mob's level
+show_mob_info: 0
+
+// 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)
+// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
+// NOTE: Does not apply to WoE Guardians.
+mobs_level_up: no
+mobs_level_up_exp_rate: 1
+
+// Dynamic Mobs Options
+// Use dynamic mobs? (recommended for small-medium sized servers)
+dynamic_mobs: yes
+
+// Remove Mobs even if they are hurt
+mob_remove_damaged: yes
+
+// Delay before removing mobs from empty maps (default 5 min = 300 secs)
+mob_remove_delay: 300000
+
+// Defines on who the mob npc_event gets executed when a mob is killed.
+// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
+// Type 0: On the player that did the most damage to the mob.
+// NOTE: This affects who gains the Castle when the Emperium is broken.
+mob_npc_event_type: 1
+
+// Time in milliseconds to actitave protection against Kill Steal
+// Set to 0 to disable it.
+// If this is activated and a player is using @noks, damage from others players (KS) not in the party
+// will be reduced to 0.
+ksprotection: 0
+
+// Should MVP slaves retain their target when summoned back to their master?
+mob_slave_keep_target: yes
+
+// Whether or not to spawn the mvp tomb.
+// See http://irowiki.org/wiki/MVP#Gravestone
+mvp_tomb_enabled: yes
+
+// Whether or not the size of specially summoned mobs influences experience, drop rates,
+// and stats. The rates will be doubled for large mobs, and halved for small ones.
+// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)
+// Default: no
+mob_size_influence: no
diff --git a/conf/battle/party.conf b/conf/battle/party.conf
new file mode 100644
index 000000000..63fc3a94a
--- /dev/null
+++ b/conf/battle/party.conf
@@ -0,0 +1,54 @@
+//--------------------------------------------------------------
+// rAthena 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%)
+//--------------------------------------------------------------
+
+// If someone steals (gank/steal skills), show name in party? (Note 1)
+show_steal_in_same_party: no
+
+// Interval before updating the party-member map mini-dots (milliseconds)
+party_update_interval: 1000
+
+// Method used to update party-mate hp-bars:
+// 0: Aegis - bar is updated every time HP changes (bandwidth intensive)
+// 1: rAthena - bar is updated with the party map dots (up to 1 second delay)
+party_hp_mode: 0
+
+// When 'Party Share' item sharing is enabled in a party,
+// announce in the party which party-member received the item and what's he received? (Note 1)
+show_party_share_picker: yes
+
+// What types of items are going to be announced when 'show_party_share_picker' is active?
+// 1: IT_HEALING, 2: IT_UNKNOWN, 4: IT_USABLE, 8: IT_ETC,
+// 16: IT_WEAPON, 32: IT_ARMOR, 64: IT_CARD, 128: IT_PETEGG,
+// 256: IT_PETARMOR, 512: IT_UNKNOWN2, 1024: IT_AMMO, 2048: IT_DELAYCONSUME
+// 262144: IT_CASH
+show_picker.item_type: 112
+
+// Method of distribution when item party share is enabled in a party:
+//
+// 0: Normal (item goes to a random party member)
+// 1: Item Share is disabled for non-mob drops (player/pet drops)
+// 2: Round Robin (items are distributed evenly and in order among members)
+// 3: 1+2
+party_item_share_type: 0
+
+// Is exp/item sharing disabled for idle members in the party?
+// Set to no, or the amount of seconds (NOT milliseconds) that need to pass before considering
+// a character idle.
+// Characters in a chat/vending are always considered idle.
+// A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement.
+idle_no_share: no
+
+// Give additional experience bonus per party-member involved on even-share parties (excluding youself)?
+// ex. If set to 10, an even-share party of 5 people will receive +40% exp (4 members * 10% exp):
+// 140% party experience in total, so each member receives 140%/5 = 28% exp (instead of 20%).
+party_even_share_bonus: 0
+
+// Display party name regardless if player is in a guild.
+// Official servers do not display party name unless the user is in a guild. (Note 1)
+display_party_name: no
diff --git a/conf/battle/pet.conf b/conf/battle/pet.conf
new file mode 100644
index 000000000..de9056972
--- /dev/null
+++ b/conf/battle/pet.conf
@@ -0,0 +1,77 @@
+//--------------------------------------------------------------
+// rAthena 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)
+//--------------------------------------------------------------
+
+// Rate for catching pets (Note 2)
+pet_catch_rate: 100
+
+// Can you name a pet more then once? (Note 1)
+pet_rename: no
+
+// The rate a pet will get friendly by feeding it. (Note 2)
+pet_friendly_rate: 100
+
+// The rate at which a pet will become hungry. (Note 2)
+pet_hungry_delay_rate: 100
+
+// 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
+
+// Does the pet need its equipment before it does its skill? (Note 1)
+pet_equip_required: yes
+
+// When the master attacks a monster, whether or not the pet will also attack. (Note 1)
+pet_attack_support: no
+
+// When the master receives damage from the monster, whether or not the pet attacks back. (Note 1)
+pet_damage_support: no
+
+// Minimum intimacy necessary for a pet to support their master. Default is 900
+// (intimacy goes from 0 to 1000). At this minimum, support rate is 50% of pet's normal value.
+// At max (1000) support rate is 150%.
+pet_support_min_friendly: 900
+
+// Same as above, but this is to use the pet_script field with official pet abilities.
+pet_equip_min_friendly: 900
+
+// Whether or not the pet's will use skills. (Note 1)
+// Note: Offensive pet skills need at least pet_attack_support or
+// pet_damage_support to work (they trigger while the pet is attacking).
+pet_status_support: no
+
+// Rate at which a pet will support it's owner in battle. (Note 2)
+// Affects pet_attack_support & pet_damage_support.
+pet_support_rate: 100
+
+// Does the pets owner receive exp from the pets damage?
+pet_attack_exp_to_master: no
+
+// The rate exp. is gained from the pet attacking monsters
+pet_attack_exp_rate: 100
+
+// Pet leveling system. Use 0 to disable (default).
+// When enabled, a pet's level is a fixed % of the master's. (Note 2)
+// If 200%, pet has double level, if 50% pet has half your level, etc.
+pet_lv_rate: 0
+
+// When pet leveling is enabled, what is the max stats for pets?
+pet_max_stats: 99
+
+// When pet leveling is enabled, these are the imposed caps on
+// min/max damage. Note that these only cap atk1 and atk2, if you
+// enable pet_str, their max damage is then their base_atk + pet_max_atk2
+pet_max_atk1: 500
+pet_max_atk2: 1000
+
+// Are pets disabled during Guild Wars?
+// If set to yes, pets are automatically returned to egg when entering castles during WoE times
+// and hatching is forbidden within as well.
+pet_disable_in_gvg: no
diff --git a/conf/battle/player.conf b/conf/battle/player.conf
new file mode 100644
index 000000000..32e3673f7
--- /dev/null
+++ b/conf/battle/player.conf
@@ -0,0 +1,144 @@
+//--------------------------------------------------------------
+// rAthena 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%)
+//--------------------------------------------------------------
+
+// Players' maximum HP rate? (Default is 100)
+hp_rate: 100
+
+// Players' maximum SP rate? (Default is 100)
+sp_rate: 100
+
+// Whether or not cards and attributes of the left hand are applied to the right hand attack (Note 1)
+// (It is 'yes' on official servers)
+left_cardfix_to_right: yes
+
+// 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
+
+// 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
+// skills, and forces novice skill points to be put into the basic skill. (Note 1)
+player_skillup_limit: yes
+
+// 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!
+// NOTE: If you have quest_skill_learn set to yes, quest skills are always reset.
+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 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
+
+// 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
+
+// Maximum atk speed. (Default 190, Highest allowed 199)
+max_aspd: 190
+
+// Same as max_aspd, but for 3rd classes. (Default 193, Highest allowed 199)
+max_third_aspd: 193
+
+// Maximum walk speed rate (200 would be capped to twice the normal speed)
+max_walk_speed: 300
+
+// Maximum HP. (Default is 1000000)
+max_hp: 1000000
+
+// Maximum SP. (Default is 1000000)
+max_sp: 1000000
+
+// Max limit of char stats. (agi, str, etc.)
+max_parameter: 99
+
+// Same as max_parameter, but for 3rd classes.
+max_third_parameter: 120
+
+// Same as max_parameter, but for baby classes.
+max_baby_parameter: 80
+
+// Same as max_parameter, but for baby 3rd's.
+max_baby_third_parameter: 108
+
+// Max armor def/mdef
+// NOTE: This setting have no effect if server is run on Renewal Mode (RENEWAL)
+// NOTE: does not affects skills and status effects like Mental Strength
+// If weapon_defense_type is non-zero, it won't apply to max def.
+// If magic_defense_type is non-zero, it won't apply to max mdef.
+max_def: 99
+
+// Def to Def2 conversion bonus. If the armor def/mdef exceeds max_def,
+// the remaining is converted to vit def/int mdef using this multiplier
+// (eg: if set to 10, every armor point above the max becomes 10 vit defense points)
+over_def_bonus: 0
+
+// Max weight carts can hold.
+max_cart_weight: 8000
+
+// Prevent logout of players after being hit for how long (in ms, 0 disables)?
+prevent_logout: 10000
+
+// Display the drained hp/sp values from normal attacks? (Ie: Hunter Fly card)
+show_hp_sp_drain: no
+
+// Display the gained hp/sp values from killing mobs? (Ie: Sky Deleter Card)
+show_hp_sp_gain: yes
+
+// If set, when A accepts B as a friend, B will also be added to A's friend
+// list, otherwise, only A appears in B's friend list.
+// NOTE: this setting only enables friend auto-adding; auto-deletion does not work yet
+friend_auto_add: yes
+
+// Are simultaneous trade/party/guild invite requests automatically rejected?
+invite_request_check: yes
+
+// Players' will drop a 'Skull' when killed?
+// 0 = Disabled
+// 1 = Dropped only in PvP maps
+// 2 = Dropped in all situations
+bone_drop: 0
+
+// Do mounted (on Peco) characters increase their size
+// 0 = no
+// 1 = only Normal Classes on Peco have Big Size
+// 2 = only Baby Classes on Peco have Medium Size
+// 3 = both Normal Classes on Peco have Big Size
+// and Baby Classes on Peco have Medium Size
+character_size: 0
+
+// Idle characters can receive autoloot?
+// Set to the time in seconds where an idle character will stop receiving
+// items from Autoloot (0: disabled).
+idle_no_autoloot: 0
+
+// Minimum distance a vending must be from a NPC in order to be placed
+// Default: 3 (0: disabled).
+min_npc_vending_distance: 3 \ No newline at end of file
diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf
new file mode 100644
index 000000000..39e1b357a
--- /dev/null
+++ b/conf/battle/skill.conf
@@ -0,0 +1,277 @@
+//--------------------------------------------------------------
+// rAthena 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 miliseconds) (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 (instacast)?
+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. Note that unless monster_ai&0x400 is
+// set, the range of all skills is 9 for monsters.
+skillrange_from_weapon: 30
+
+// 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 appropiate): 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
+
+// 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)
+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 cancelled when attacking.
+// 4 = Cloaking is not cancelled 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:
+// 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: 2
+
+// 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 (Dont 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 appropiate).
+// 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 appropiate).
+// (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
+
+// Max Possible Level of Monster skills
+// Note: If your MVPs are too tough, reduce it to 10.
+mob_max_skilllvl: 100
+
+// 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 offcial 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
diff --git a/conf/battle/status.conf b/conf/battle/status.conf
new file mode 100644
index 000000000..717db68bf
--- /dev/null
+++ b/conf/battle/status.conf
@@ -0,0 +1,41 @@
+//--------------------------------------------------------------
+// rAthena 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)
+//--------------------------------------------------------------
+
+// Should skill casting be cancelled when inflicted by curse/stun/sleep/etc (includes silence) (Note 3)?
+status_cast_cancel: 0
+
+// Will certain skill status-changes be removed on logout?
+// This mimics official servers, where Extremity Fist's no SP regen,
+// Strip Equipment, and some other buffs are removed when you logout. Setting is:
+// 0 = remove nothing.
+// 1 = remove negative buffs (stripping, EF)
+// 2 = remove positive buffs (maximize power, steel body...)
+// 3 = remove both negative and positive buffs.
+debuff_on_logout: 3
+
+// 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
+
+// Required luk to gain inmunity to status changes.
+// Luk increases resistance by closing the gap between natural resist and max
+// linearly. This setting indicates required luk to gain complete immunity.
+// Eg: 40 vit -> 40% resist. 150 luk -> +50% of the missing gap.
+// So 40% + (50% of 60%) = 70%
+pc_luk_status_def: 300
+mob_luk_status_def: 300
+
+// Maximum resistance to status changes. (100 = 100%)
+// NOTE: Cards and equipment can go over this limit, so it only applies to natural resist.
+pc_max_status_def: 100
+mob_max_status_def: 100