// ______ __ __ // /\ _ \/\ \__/\ \ // __\ \ \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) // 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. //-------------------------------------------------------------- // 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 // Is the delay time is dependent on the caster's DEX? (Note 1) // Note: On Official servers Dex does NOT affect delay time delay_dependon_dex: 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 // At what dex does the cast time become zero (instacast) castrate_dex_scale: 150 // Will normal attacks be able to ignore the delay after skills? (Note 1) skill_delay_attack_enable: yes // Range added to player skills after their cast time finishes. // Decides how far away the target can walk away after the skill began casting before the skill fails. player_skill_add_range: 15 // 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 // Range added to mob skills after their cast time finishes. // Decides how far away the target can walk away after the skill began casting before the skill fails. monster_skill_add_range: 15 // Does the distance between caster and target define if the skill is a ranged skill? // 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 (eg: Double Strafe is always long-ranged). // Mask values (add as necessary): // 1: Players // 2: Mobs // 4: Pets // Default 6 (mobs + pets) skillrange_by_distance: 6 // Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 1) // NOTE: Skills affected by this option are those whose range in the skill_db are negative. skillrange_from_weapon: no //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 // Counter Attack Skill Type // 0 = 100% critical // 1 = disregard DEF and HIT+20, CRI*2 // Players player_auto_counter_type: 0 // Monsters monster_auto_counter_type: 0 // Whether or not, ground skills of the players' will stack. (Note 1) player_skill_reiteration: no //Whether or not, ground skills of the monsters' will pile up. (Note 1) monster_skill_reiteration: no // Whether players are not allowed to cast ground based skills of a certain type such // as traps straight onto or nearby other players/monsters. (Note 1) player_skill_nofootset: yes // Whether monsters are not allowed to cast ground based skills of a certain type such // as traps straight onto or nearby other players. (Note 1) monster_skill_nofootset: no // 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) // NOTE: It may degrade performance to enable this. skill_wall_check: no // When a player is cloaking, Whether the wall is checked or not. (Note 1) // Note: When set to no players can always cloak away from walls and move around // freely even if the skill level is below 3. // no or 0 = doesn't check for walls (you can cloak without walls) // 1 = it checks for walls // 2 = it doesn't checks for walls + your cloaking lasts forever // 3 = it checks for walls + your cloaking lasts forever (it is not cancelled on attack) player_cloak_check_type: 1 // When a monster is cloaking, Whether the wall is checked or not. (Note 1) monster_cloak_check_type: no // Will Player Skills Stay Within Land Limit or not? (Note 1) player_land_skill_limit: yes // Will Monster Skills Stay Within Land Limit or not? (Note 1) monster_land_skill_limit: yes // If skill fails by delay, should it display or not. (Note 1) display_delay_skill_fail: yes // Display Snatcher skill failures display_snatcher_skill_fail: yes // Can a player in chat room (in-game), be warped by a warp portal? (Note 1) chat_warpportal: no // Can a monster be warped by a warp portal? (Note 1) mob_warpportal: no // What should the wizard's "Sense" skill display on the defense fields? // 0: Do not show defense // 1: Base defense // 2: Vit/Int defense // 3: Both (the addition of both) [default] sense_type: 3 // Which finger offensive style can be used? // 0 = Aegis style // 1 = Athena style finger_offensive_type: 0 // Number of hits at a time that undead/fire elemental enemies receive from firewall. // NOTE: Officially, it is one hit at a time on a very fast rate, however eA's timer system // doesn't triggers enough "hits" to exhaust the firewall before the mob walks through it. // A value of 5 would suffice for a vertical firewall to take full effect on undead. firewall_hits_on_undead: 1 // 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 : Allows the returned item and amount to be defined skill_removetrap_type: 0 // Does using bow to do a backstab give a 50% damage penalty? (Note 1) backstab_bow_penalty: yes // Use kRO new steal formula? skill_steal_type: yes // 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 // 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