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-//================= Hercules Configuration ================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2014-2020 Hercules Dev Team
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-// Battle (Skill) Configuration File
-//=========================================================================
-// Note 1: Value is a config switch (true/false)
-// 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: false
-delay_dependon_agi: false
-
-// 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: true
-
-// 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: false
-
-// 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 true, meteors, storm gust and any other ground skills will have
-// no effect while the caster is unable to fight (eg: stunned).
-skill_caster_check: true
-
-// 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 true 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 true, those two skills will not protect everyone, but only allies)
-// See db/skill_unit_db.txt for more info.
-defunit_not_enemy: false
-
-// 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: true for player-traps
-gvg_traps_target_all: 1
-
-// Hunter's traps visibility setting (with HiddenTrap: true on skill_db.conf)
-// Here we have 2 configs:
-// visibility stands to how traps are displayed by default:
-// 0: Traps are always visible to everyone (Hercules/Pre-renewal)
-// 1: Traps with HiddenTrap: true are hidden in versus maps (PvP/GvG/BG)
-// 2: Traps with HiddenTrap: true are always invisible (Renewal) (Default)
-// Notes: - Invisibility applies to players that are not in caster's party.
-// - Invisible traps can be made visible to everyone with Hunter's Detecting skill.
-//
-// display_on_trigger tells if HiddenTraps should become visible once triggered
-// 0: Do not make traps visible once triggered (except for Ankle Snare) (Aegis)
-// 1: Always make traps visible once triggered (Hercules)
-trap_options: {
- visibility: 2
- display_on_trigger: 1
-}
-
-// 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: true
-
-// 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: false
-
-// 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 false, 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: false
-
-// Grandcross display type (Default 1)
-// 0: Yellow character
-// 1: White character
-gx_disptype: 1
-
-// Max Level Difference for Devotion
-devotion_level_difference: 10
-
-// If false than you can use the ensemble skills alone. (Note 1)
-player_skill_partner_check: true
-
-// 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: true
-
-// 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: false
-
-// 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: false
-
-// Allow use of SG skills without proper day (Sun/Moon/Star) ?
-allow_skill_without_day: false
-
-// Allow use of ES-type magic on players?
-allow_es_magic_player: false
-
-// 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, 32: Highness Heal
-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: true
-
-// 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: false
-
-// Dancing Weapon Switch
-// On official server, a fix is in place that prevents the switching of weapons to cancel songs.
-// Default: true
-dancing_weaponswitch_fix: true
-
-// 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
-
-// Trap Reflect
-// Whether the damage from traps must be reflected (for example by Reflect Shield or High Orc Card)?
-// true: Aegis - traps are reflected
-// false: Athena - traps are not reflected
-trap_reflect: true
-
-// 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: true
-
-// Magic Rod's animation behavior (Note 1)
-// 0 : (official) Magic Rod's animation occurs every time it is used.
-// 1 : Magic Rod's animation would not occur unless a spell was absorbed. (old behavior)
-magicrod_type: 0
-
-// Which skills are allowed to use while interacting with NPC?
-// 0 (SKILLENABLEDNPC_NONE) - Don't allow using skills.
-// 1 (SKILLENABLEDNPC_SELF) - Allow using non-damaging self skills.
-// 2 (SKILLENABLEDNPC_ALL) - Allow using all skills.
-// Official RE: 0 (Default value.)
-// Official Pre-RE: 1
-skill_enabled_npc: 0
-
-// Close the storage/gstorage when teleported? (Note 1)
-// true : (Official)
-// false : (Athena)
-teleport_close_storage: true