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
|
//--------------------------------------------------------------
// Hercules Battle Configuration File
// Originally Translated by Peter Kieser <pfak@telus.net>
// Made in to plainer English by Ancyker
//--------------------------------------------------------------
// Note 1: Value is a config switch (on/off, yes/no or 1/0)
// 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)
//--------------------------------------------------------------
// Who should have a baseatk value (makes str affect damage)? (Note 3)
enable_baseatk: 9
// Who can have perfect flee? (Note 3)
enable_perfect_flee: 1
// Who can have critical attacks? (Note 3)
// (Note that there are some skills that always do critical hit regardless of this)
enable_critical: 17
// Critical adjustment rate for non-players (Note 2)
mob_critical_rate: 100
critical_rate: 100
// Should normal attacks give you a walk delay? (Note 3)
// If no, characters can move as soon as they start an attack (attack animation
// or walk animation may be omitted client-side, causing cropped attacks or
// monsters that teleport to you)
// Otherwise, the delay is equal to the 'attack animation' (amotion)
attack_walk_delay: 15
// 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
// Should race or element be used to consider someone undead?
// 0 = element undead
// 1 = race undead
// 2 = both (either one works)
undead_detect_type: 0
// Does HP recover if hit by an attribute that's same as your own? (Note 1)
// (Will not work in Renewal)
attribute_recover: no
// 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
// When agi penalty is enabled, to whom it should apply to? (Note 3)
// By default, only players get the penalty.
agi_penalty_target: 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 both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = vit_penalty_num is reduced from DEF as a %
// 2 = vit_penalty_num is reduced from DEF as an exact amount
vit_penalty_type: 1
// When vit penalty is enabled, to whom it should apply to? (Note 3)
// By default, only players get the penalty.
vit_penalty_target: 1
// Amount of enemies required to be targetting player before 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 subtraction 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
// Change attacker's direction to face opponent on every attack? (Note 3)
attack_direction_change: 15
// For those who is set, their innate attack element is "not elemental"
// (100% versus on all defense-elements) (Note 3)
// NOTE: This is the setting that makes it so non-players can hit for full
// damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
attack_attr_none: 14
// 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/ammo consumed when used on a bow/gun?
// 0 = No
// 1 = Yes
// 2 = Yes even for skills that do not specify arrow consumption when said
// skill is weapon-based and used with ranged weapons (auto-guesses which
// skills should consume ammo when it's acquired via a card or plagiarize)
arrow_decrement: 1
// Should the item script bonus 'Autospell' check for range/obstacles before casting?
// Official behavior is "no", setting this to "yes" will make skills use their defined
// range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
// This setting also affects autospellwhenhit.
autospell_check_range: no
|