// ______ __ __ // /\ _ \/\ \__/\ \ // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ // _ _ _ _ _ _ _ _ _ _ _ _ _ // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ // //-------------------------------------------------------------- //eAthena Battle Configuration File // 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 // Other Information: // 1000 miliseconds is 1 second. //-------------------------------------------------------------- // Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1) warp_point_debug: no // When calculating critical, should we take in to account the enimies luck? (Note 1) enemy_critical: yes // Enemy's Critical Rate (Note 2) enemy_critical_rate: 100 // Are enemy attacks effected by their strength? (Note 1) enemy_str: yes // Can enemies have perfect flee? (Note 1) enemy_perfect_flee: no // 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) delay_dependon_dex: yes // At what dex does the cast time become zero (instacast) castrate_dex_scale: 150 // Is 'Skills add a delay before you can attack' enabled? (Note 1) skill_delay_attack_enable: yes // Whether or not cards and attributes in the left hand are enabled (Note 1) left_cardfix_to_right: yes // Increase player's attack range (in cells) player_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 // Increase Monsters attack range monster_skill_add_range: 0 // If a player is attacked, will they have a delay in being able to move? (Note 1) // (Setting to no will be like always endure) player_damage_delay: yes // Damaged delay rate (Note 2) player_damage_delay_rate: 100 // Is a player's defense NOT dependant on an enemies attack? (Note 1) defunit_not_enemy: yes // Are summoned monsters level greater then your base level? (I think this is for dead branches) (Note 1) random_monster_checklv: yes // The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity) atcommand_spawn_quantity_limit: 100 // Does HP recover if hit by an attribute that's same as your own? (Note 1) attribute_recover: yes // If an item is droped, 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 // How long before the first person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000 // How long before the second person who did the second most damage to a monster can get the item? (in milliseconds) // (It Adds Time From The First Persons Time) // So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items item_second_get_time: 1000 // How long before the third person who did the third most/least damage to a monster can get the item? (in milliseconds) // (It Adds Time From The First Persons Time And Second Persons Time) // So, It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items item_third_get_time: 1000 // How long before the first person who did the most damage to a MVP can get the item? (in milliseconds) mvp_item_first_get_time: 10000 // How long before the second person who did the second most damage to a MVP can get the item? (in milliseconds) // (It Adds Time From The First Persons Time) // So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items mvp_item_second_get_time: 10000 // How long before the third person who did the third most/least damage to a MVP can get the item //(Note the Amount is in Milliseconds and It Adds Time From The First Persons Time And Second Persons Time) //So It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items mvp_item_third_get_time: 2000 // Item drop rates (Note 2) // The rate the common items are droped (Items that are in the ETC tab, besides card) item_rate_common: 100 item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are droped (items that restore HP or SP) item_rate_heal: 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 droped. item_rate_use: 100 item_drop_use_min: 1 item_drop_use_max: 10000 // The rate at which equipment is droped. item_rate_equip: 100 item_drop_equip_min: 1 item_drop_equip_max: 10000 // The rate at which cards are droped item_rate_card: 100 item_drop_card_min: 1 item_drop_card_max: 10000 item_drop_mvp_min: 1 item_drop_mvp_max: 10000 //For fine tuning drop rates for all items //details = 0: Don't change anything (Default) // 1: Change drop ratios depending on current rates // 2: Change drop ratios depending on current rates, but not exceeding minimum // and maximum values // Example: details=3 rate_1=1000 min=20 If an item's drops is between 1/10000 - // 9/10000 it will become at least 1x1000%=10, which is still below 20, // so it'll be increase to 20/10000 // item_rate_details: 0 // //Drop rates 1-9 item_rate_1: 100 item_rate_1_min: 1 item_rate_1_max: 9 // //Drop rates 10-99 item_rate_10: 100 item_rate_10_min: 10 item_rate_10_max: 99 // //Drop rates 100-999 item_rate_100: 100 item_rate_100_min: 100 item_rate_100_max: 999 // //Drop rates 1000 and above item_rate_1000: 100 item_rate_1000_min: 1000 item_rate_1000_max: 10000 // Can the monster's drop rate become 0? (Note 1) drop_rate0item: no // 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 // Players' maximum HP rate? (Default is 100) hp_rate: 100 // Players' maximum SP rate? (Default is 100) sp_rate: 100 // PVP exp. Do players get exp in PvP maps // (Note: NOT exp from players, but from normal leveling) pvp_exp: no // 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, how much zeny should we penalize them with? zeny_penalty: 0 // 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 // [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2) mvp_hp_rate: 100 // [MVP] Item drop rate, that is, the overall drop rate for items droped by an MVP. (Note 2) mvp_item_rate: 100 // [MVP] Exp. rate. (Note 2) mvp_exp_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 // (@) GM Commands available only to GM's? (Note 1) // set to 'No', Normal players (gm level 0) can use GM commands _IF_ you set the command level to 0. // set to 'Yes', Normal players (gm level 0) can never use a GM command even if you set the command level to 0. atcommand_gm_only: no // [GM] Can use all skills? (No or mimimum GM level) gm_all_skill: no // [GM] Can use all abracadabra skills? (No minimum GM level) gm_all_skill_add_abra: no // [GM] Can equip anything? (No or minimum GM level, can cause client errors.) gm_all_equipment: no // [GM] Can use skills without meeting the required conditions (no // blue gems? no problem gm_skill_unconditional: no // Can a normal player by-pass the skill tree? (Note 1) player_skillfree: no // When doing a skill reset, whether the skill's restriction is to be ignored or not. (Note 1) player_skillup_limit: no // Forging success rate. (Note 2) weapon_produce_rate: 100 // Prepare Potion success rate. (Note 2) potion_produce_rate: 100 // Allow monsters to be aggresive and attack first? (Note 1) monster_active_enable: yes // Monster damage delay rate (Note 1) 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 // Enable monster skills? (Note 1) mob_skill_use: yes // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2) mob_count_rate: 100 // 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! 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 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 // 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 // [PET] Rate for catching pets (Note 2) pet_catch_rate: 100 // [PET] Can you name a pet more then once? (Note 1) pet_rename: no // [PET] The rate a pet will get friendly by feeding it. (Note 2) pet_friendly_rate: 100 // [PET] The rate at which a pet will become hungry. (Note 2) pet_hungry_delay_rate: 100 // [PET] 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 // [PET] Does Pet's Attack Damage Based On Str (Note 1) pet_str: yes // [PET] Whether or not the pet's will use skills. (Note 1) pet_status_support: yes // [PET] Does the pet need its equipment before it does its skill? (Note 1) pet_equip_required: yes // [PET] Will all pets attack? (Note 1) // Do NOT use this with pet skills! pet_attack_support: no // [PET] When the master receives damage from the monster, whether or not the pet attacks back. pet_damage_support: no // [PET] Rate at which a pet will support it's owner in battle. (Note 2) pet_support_rate: 100 // [PET] Does the pets owner receive exp from the pets damage? pet_attack_exp_to_master: no // [PET] The rate exp. is gained from the pet attacking monsters pet_attack_exp_rate: 100 // Will there be a minimum skill dmg even if there is a miss? skill_min_damage: no // Which finger offensive style can be used? // 0 = Aegis style // 1 = Athena style finger_offensive_type: 0 // 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 (100 is normal, 200 is double.) // The way it is calculated is (money recieved * skill lv) * shop_exp / 100. shop_exp: 0 // The delay rate of monk's combo (Note 2) combo_delay_rate: 100 // Item check? (Note 1) // When logged in or moving in map if the item the player is holding isn't correct there will be a check. item_check: no // Will tuxedo and wedding dresses be shown when worn? (Note 1) wedding_modifydisplay: yes // 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 // You can turn the following 5 settings off if you don't need them, // or if you're experiencing problems with GRF loading // // Override item names from GRF file? (Note 1) item_name_override_grffile: yes // // Override item equip positions from GRF file? (Note 1) item_equip_override_grffile: yes // // Override item slots from GRF file? (Note 1) item_slots_override_grffile: yes // // Override 'indoors' mapflags from GRF file? (Note 1) indoors_override_grffile: yes // // Override SP used per level from GRF file? (Note 1) // Turn this off if you have a customised skill_require_db.txt skill_sp_override_grffile: yes // // Read card illustrations from GRF file? (Note 1) cardillust_read_grffile: yes // Are arrows are consumed when used on a bow? (Note 1) arrow_decrement: yes // Maximum atk speed. (Default is 190) max_aspd: 190 // Maximum HP. (Default is 32500) max_hp: 32500 // Maximum SP. (Default is 32500) max_sp: 32500 // Maximum user LV to send to client // (Default is 99.. Never go above 127) // // this is only useful if you have adjusted your client // to expect levels higher then 99 max_lv: 99 // Max limit of char stats. (agi, str, etc.) max_parameter: 99 // Max weight carts can hold. max_cart_weight: 8000 // Display player skill errors in console? (for debug only) (default: off) (Note 1) player_skill_log: off // Display monster skill errors in console? (for debug only) (default: off) (Note 1) monster_skill_log: off // Display battle log? (for debug only) (default: off) (Note 1) battle_log: off // Display save log? (for debug only) (default: off) (Note 1) save_log: off // Display errors? (for debug only) (default: off) (Note 1) error_log: off // Display other stuff? (for debug only) (default: off) (Note 1) etc_log: off // Save Clothes color. (This will degrade performance [in txt?]) (Note 1) save_clothcolor: yes // Undead type differeniate. // 0 = element undead // 1 = race undead // 2 = both undead_detect_type: 2 // Operational mode of automatic counter. // 0 = disregard DEF and HIT+20 . CRI*2, 1 = 100% critical // Players player_auto_counter_type: 0 // Monsters monster_auto_counter_type: 0 // 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 // When the player attacks an object, the calculation method of DEF. // With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value). player_defense_type: 0 // When the monster attacks an object, the calculation method of DEF. // With 0 this will be ignored, at 1 or more def = subtraction of (DEF* value). monster_defense_type: 0 // When the pet attacks an object, the calculation method of DEF. // With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value). pet_defense_type: 0 //MDEF‚same as above....(MDEF*value) magic_defense_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 or not players can cast ground based skills of a certain type such as traps // straight onto other players/monsters. (Note 1) player_skill_nofootset: yes // Whether or not monsters can cast ground based skills of a certain type such as traps // straight onto players. (Note 1) monster_skill_nofootset: yes // When a player is cloaking, Whether the wall is checked or not. (Note 1) // Note: When set to yes players can still cloak away from walls, but cannot move // as well as receive movement penalties if the skill level is below 3. player_cloak_check_type: yes // When a monster is cloaking, Whether the wall is checked or not. (Note 1) monster_cloak_check_type: no // Damage adjustments for WOE battles against defending Guild monsters (Note 2) castle_defense_rate: 100 // Melee damage adjustments for WoE battles (Guild Vs Guild) (Note 2) gvg_short_attack_damage_rate: 100 // Ranged damage adjustments for WoE battles (Guild Vs Guild) (Note 2) gvg_long_attack_damage_rate: 60 // Magic damage adjustments for WoE battles (Guild Vs Guild) (Note 2) gvg_magic_attack_damage_rate: 50 // Misc damage adjustments for WoE battles (Guild Vs Guild) (Note 2) gvg_misc_attack_damage_rate: 60 // When the empelium is broken with WoE mode on, How Long Before The Declaration Of Castle Owner // and Removal of Monsters/Players from Castle. (in milliseconds) gvg_eliminate_time: 7000 // Whether or not skill is used vis-a-vis the user at the time of MOB skill motion of condition skillused. (Note 1) // Not sure what this means, something about monsters changing target? mob_changetarget_byskill: no // Player's Direction Changed When Attacking? (Note 1) player_attack_direction_change: yes // Monsters's Direction Changed When Attacking? (Note 1) monster_attack_direction_change: yes // 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 a party uses a skill with penalties do they apply? (Note 1) party_skill_penalty: yes // If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1) monster_class_change_full_recover: no // Do produced items have the maker's name on them? (Note 1) produce_item_name_input: yes // Do produced potions have the maker's name on them? (Note 1) produce_potion_name_input: yes // Do crafted arrows have the maker's name on them? (Note 1) making_arrow_name_input: yes // Does created holy water have the maker's name on it? (Note 1) holywater_name_input: yes // Stop logout for 10 seconds after a hit? (Note 1) prevent_logout: 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 // Is a monster summoned via dead branch aggresive? (Note 1) dead_branch_active: yes // The highest value at which an item can be sold via the merchant vend skill. (in zeny) vending_max_value: 10000000 // If someone loots, show name in party? (Note 1) show_steal_in_same_party: no // Allow upper class (Advanced 2nd Class)? (Note 1) // Just leave this at yes enable_upper_class: yes // Is a usual attack of a pet delivered withOUT an attribute? (Note 1) pet_attack_attr_none: no // Is a usual attack of a player delivered withOUT an attribute? (Note 1) pc_attack_attr_none: no // Is a usual attack of a monster delivered withOUT an attribute? (Note 1) mob_attack_attr_none: no // mob attacks againsts players wearing ghostring armor do full damage mob_ghostring_fix: yes // Does the Golden Thief Bug card only work during pvp? // no or 0 - gtb works all the time // 1 - 100 - percentage of magic damage reduced only during pvp (or gvg) gtb_pvp_only: no // 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 // Grandcross Settings (Dont mess with these) // Even if MOB (PC) has overlapped, it HIT(s) compulsion 3. (Default no) gx_allhit: no // The effect of the arms card of a damage %UP system is set also to GX at -L effect. (default no) gx_cardfix: no // The attribute affinity of GX is calculated doubly. (Default yes) gx_dupele: yes // 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 // Is the character of a GM account set as the object of a display by @ command etc. or not? hide_GM_session: no // Skill unit movement processing method // 0 - Aegis system : Network load -> Heavier, Server load -> Lighter // 1 - Athena system : Network load -> Lighter, Server load -> Heavier unit_movement_type: 0 // Are other requests accepted during [various things[party,guild]] a request or not? // It does not accept by no accepted by yes. invite_request_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 // Will display experience gained from killing a monster. (Note 1) disp_experience: no // Whether or not Marine Spheres and Floras summoned by Alchemist will drop items and give experience? (Note 1) alchemist_summon_reward: no // Maximum level (default 255). Requires that you have an experience table that supports more than 99 levels to go // any higher. It is left at 255 for default as to not cause problems for people who already have players at higher levels. // @lvup command will not go higher than this value, and therefor will not loop back around 0. maximum_level: 255 // Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates, based on a percentage. // Example 1: Setting of 10 with 50 luk would add 5 to the drop rate. So say a card has a drop rate of 2, it would become 7. // Example 2 : Setting 100 with 99 luk would add 99 to the drop rate. drops_by_luk: 0 // Do all monsters ignore GMs unless attacked? (Set to minimum level required for GMs not to be attacked, // setting must be higher than 0.) monsters_ignore_gm: 100 // Turn equipment breaking on. (Note 1) // Turning this one will allow equipment to break in battles, // as well as some skills that have chance to break equipmen. equipment_breaking: no // Overall rate of which equipment can break. (Note 2) [100 = .01% chance to break equipment before penalties.] // Critical attacks will double chance to break equipment, and other skills (such as Power Thrust) will increase weapon breaking chance as well. // This does not effect Sage weapon enchantment failure chance. equipment_break_rate: 100 // 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. pk_mode: no // For PK Server Mode. Change this to define the minimum level players can start PK-ing pk_min_level: 55 // Turn this on to allow a player to level up more than once from a kill. (Note 1) multi_level_up: no // Does using bow to do a backstab give a 50% damage penalty? (Note 1) backstab_bow_penalty: yes // Choose if server begin with night (yes) or day (no) night_at_start: no // Define duration in msec of the day (default: 7,200,000 = 2 hours) // Set to 0 to disable day cycle (but not @day GM command). // Except 0, minimum is 60000 (1 minute). day_duration: 7200000 // Define duration in msec of the night (default: 1,800,000 = 30 min) // Set to 0 to disable night cycle (but not @night GM command). // Except 0, minimum is 60000 (1 minute). night_duration: 1800000 // Set how dark it will become during night time // Range: 1-10, 0 for default (No changes) // Warning: might not work with old exe's! Also, currently daytime and @day // will not remove the night effect when this is set to 1 or above night_darkness_level: 0 // Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1) // Will not display guardian or emperium hp. // // Still under testing (works but doesn't update) show_mob_hp: no // Ban people that try to use an other name of its name (spoof name). // Duration of the ban, in minutes (default: 5). Value from 0 to 32767 // to disable the ban, set 0 ban_spoof_namer: 5 // Set here minimum level of a (online) GM that can receive all informations about any player that try to hack, spoof a name, etc. // Values are from 0 to 100. // 100: disable information // 0: send to any people, including normal players // default: 60, according to GM definition in atcommand_athena.conf hack_info_GM_level: 60 // Set here the minimum GM level to disable the nowarp (from) and nowarpto (to) flags. // This option is mainly used in AT_commands (@memo, @warp, @charwarp, @go, etc...). All GM commands used to move or set a new map check nowarp and nowarpto flags. // default: 20 (first level after normal player or super'normal' player) any_warp_GM_min_level: 20 // Set here which client version do you accept. Add all values of clients: // 1: Clients before 2004-07-06 (old clients) // 2: 2004-07-06 kRO client // 4: 2004-07-13 kRO client // 8: 2004-07-26 kRO client // 16: 2004-08-09 kRO / 2004-08-16aSakray / 2004-08-17aSakray client // 32: 2004-09-06aSakray client // 64: 2004-09-21aSakray Client // 128: 2004-10-18bSakexe Client // 256: 2004-10-25aSakexe Client // default value: 511 (all clients) packet_ver_flag: 511 // Allow GMs to mute players or not? muting_players: no // Allow GM commands to be used when muted? allow_atcommand_when_mute: yes // Mail system - Only function in sql version mail_system: no // valid range of dye's and styles on the client min_hair_style: 0 max_hair_style: 20 min_hair_color: 0 max_hair_color: 9 min_cloth_color: 0 max_cloth_color: 4 // Visible area size (how many squares away from a player can they see) area_size: 14 // 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) mobs_level_up: no // Use kRO new steal formula? skill_steal_type: yes // Sometimes when using skills while walking it'll fail because of range being too // far, should we allow this to happen? (Setting this at 1 would be enough) skill_range_leniency: 1 // Set this to 1 if your clients have langtype problems and can't display motd properly motd_type: 0 // The minimum level for GMs' to drop items on the ground, use the Storage or // trade Items/Zeny? gm_can_drop_lv: 0 // Allow GMs' to see the hp of every player? disp_hpmeter: no // Players' will drop a 'Bone' when killed? // 1 - Dropped only in PvP maps // 2 - Dropped in all situations // 0 - Disabled bone_drop: 0 // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) finding_ore_rate: 100 import: conf/import/battle_conf.txt