summaryrefslogtreecommitdiff
path: root/conf-tmpl/battle_athena.conf
blob: 10df2b7ee0d0c8b8d57a03bd25f742ebeb859794 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
//      ______  __    __                                 
//     /\  _  \/\ \__/\ \                                
//   __\ \ \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)
// 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

// 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: yes

// 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: 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, 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: no
//
// Override item equip positions from GRF file? (Note 1)
item_equip_override_grffile: no
//
// Override item slots from GRF file? (Note 1)
item_slots_override_grffile: no
//
// Override 'indoors' mapflags from GRF file? (Note 1)
indoors_override_grffile: no
//
// 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: no
//
// 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 = 100% critical
// 1 = disregard DEF and HIT+20, CRI*2
// 2 = Same as 0, but can counter skills (?)
// Players
player_auto_counter_type: 1
// 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

//MDEFsame 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 no players can always cloak away from walls and move around
// freely even 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:
// Clients older than accepted versions, and versions not set to 'accepted'
// here will be rejected when logging in
//  1: Clients older than 2004-09-06aSakray
//  2: 2004-09-06aSakray client
//  4: 2004-09-21aSakray Client
//  8: 2004-10-18bSakexe Client
// 16: 2004-10-25aSakexe Client
// 32: 2004-11-01aSakexe Client
// 64: 2004-12-06aSakexe Client
// 128: 2005-01-10aSakexe Client
// default value: 255 (all clients)
packet_ver_flag: 255

// 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