// ______ __ __ // /\ _ \/\ \__/\ \ // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ // _ _ _ _ _ _ _ _ _ _ _ _ _ // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ // //-------------------------------------------------------------- // eAthena Battle Configuration File // Originally Translated by Peter Kieser // Made in to plainer English by Ancyker //-------------------------------------------------------------- //Note 1: Directives can be set using on/off, yes/no or 1/0. //Note 2: All rates are in percents, 100 would mean 100%, 200 // would mean 200%, etc //Note 3: Value is not limited to 60K (see below) //Note 4: Use bitmask values to specify who is affected // (1: Pc, 2: Mob, 4: Pet, 8: Homonculus) // Other Information: // All options are limited to a max of 60K (aprox) which is 600% // or 60secs as appropiate. // 1000 miliseconds is 1 second. // Unless otherwise specified, the minimum value is 0 for all // features. //-------------------------------------------------------------- // Who should have a baseatk value (makes str affect damage)? (Note 4) enable_baseatk: 11 // Who can have perfect flee? (Note 4) enable_perfect_flee: 5 // 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 // Undead type differeniate. // 0 = element undead // 1 = race undead // 2 = both undead_detect_type: 0 // Does HP recover if hit by an attribute that's same as your own? (Note 1) attribute_recover: yes // 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 // Amount of enemies required to be targetting player before FLEE begins to be penalized agi_penalty_count: 3 // Amount of FLEE penalized per each attacking monster more than agi_penalty_count agi_penalty_num: 10 // Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player // 0 = no penalty is applied // 1 = vit_penalty_num is reduced from FLEE as a % // 2 = vit_penalty_num is reduced from FLEE as an exact amount vit_penalty_type: 1 // Amount of enemies required to be targetting player before VIT defense begins to be penalized vit_penalty_count: 3 // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count vit_penalty_num: 5 // 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 // How to count the number of the enemies who do an agi penalty... // 1 or less: It is a count altogether. // 2: Full evasion exclusion // 3: Full evasion and evasion exclusion // 4 or more: Except all. agi_penalty_count_lv: 2 // How to count the number of the enemies who do a vit penalty // 1 or less: It is a count altogether. // 2: Full evasion exclusion // 3: Full evasion and evasion exclusion // Four or more: Except all. vit_penalty_count_lv: 3 // Change attacker's direction to face opponent on every attack? (Note 4) attack_direction_change: 15 // Remove elemental modifiers from normal attacks (skills will always have elemental modifiers)? (Note 4) attack_attr_none: 0 // 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 are consumed when used on a bow? (Note 1) arrow_decrement: yes // 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 inmunity. // Eg: 40 vit -> 40% resist. 150 luk -> +50% of the missing gap. // So 40% + (50% of 60%) = 70% pc_luk_sc_def: 300 mob_luk_sc_def: 300 // Maximum resistance to status changes. (10000 = 100%) // NOTE: This is applied after cards and equipment, so inmunity cards are // capped to this. pc_max_status_def: 10000 mob_max_status_def: 10000