summaryrefslogtreecommitdiff
path: root/conf/battle/skill.conf
blob: 0f4d6abb6cdadabe23a151f6342893fc60874b09 (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
//--------------------------------------------------------------
// 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)
//--------------------------------------------------------------

// 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

// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
// Note: On Official servers, neither Dex nor Agi affect delay time
delay_dependon_dex: no
delay_dependon_agi: 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

// This delay is the min 'can't walk delay' of all skills.
// NOTE: Do not set this too low, if a character starts moving too soon after 
// doing a skill, the client will not update this, and the player/mob will 
// appear to "teleport" afterwards.
default_walk_delay: 300

//Completely disable skill delay of the following types (Note 3)
//NOTE: By default mobs don't have the skill delay as specified in the skill
//  database, but follow their own 'reuse' skill delay which is specified on
//  the mob skill db. When set, the delay for all skills become
//  min_skill_delay_limit.
no_skill_delay: 2

// At what dex does the cast time become zero (instacast)?
castrate_dex_scale: 150

// How much (dex*2+int) does variable cast turns zero?
vcast_stat_scale: 530

// What level of leniency should the skill system give for skills when
// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300)
//
// NOTE: Setting this to 100% may cause some issues with valid skills not being cast.
//       The time difference between client and server varies so allowing 90% leniency
//       should be enough to forgive very small margins of error.
skill_amotion_leniency: 90

// Will normal attacks be able to ignore the delay after skills? (Note 1)
skill_delay_attack_enable: yes

// Range added to skills after their cast time finishes.
// Decides how far away the target can walk away after the skill began casting before the skill fails.
// 0 disables this range checking (default)
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

// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
// 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's range (if it is above 5, the skill is ranged).
// Default 14 (mobs + pets + homun)
skillrange_by_distance: 14

// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is
// set, the range of all skills is 9 for monsters.
skillrange_from_weapon: 30

// Should a check on the caster's status be performed in all skill attacks?
// When set to yes, meteors, storm gust and any other ground skills will have 
// no effect while the caster is unable to fight (eg: stunned).
skill_caster_check: yes

// Should ground placed skills be removed as soon as the caster dies? (Note 3)
clear_skills_on_death: 0

// Should ground placed skills be removed when the caster changes maps? (Note 3)
clear_skills_on_warp: 15

//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

// Use alternate auto Counter Attack Skill Type? (Note 3)
// For those characters on which it is set, 100% Critical,
// Otherwise it disregard DEF and HIT+20, CRI*2
auto_counter_type: 15

// Can ground skills be placed on top of each other? (Note 3)
// By default, skills with UF_NOREITERATION set cannot be stacked on top of 
// other skills, this setting will override that. (skill_unit_db)
skill_reiteration: 0

// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)
skill_nofootset: 1

// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
// Default on official servers: yes for player-traps
gvg_traps_target_all: 1

// Some traps settings (add as necessary):
// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.
//    (Invisible traps can be revealed through Hunter's Detecting skill)
traps_setting: 0

// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)
// 1: Enable players to damage the floras outside of versus grounds.
// 2: Disable having different types out at the same time
//    (eg: forbid summoning anything except hydras when there's already 
//     one hydra out)
summon_flora_setting: 3

// 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) 
skill_wall_check: yes

// When cloaking, Whether the wall is checked or not. (Note 1)
// Note: When the skill does not checks for walls, you will always be considered
//  as if you had a wall-next to you (you always get the wall-based speed). 
//  Add the settings as required, being hit always uncloaks you.
// 
// 0 = doesn't check for walls
// 1 = Check for walls
// 2 = Cloaking is not cancelled when attacking.
// 4 = Cloaking is not cancelled when using skills
player_cloak_check_type: 1
monster_cloak_check_type: 4

// Can't place unlimited land skills at the same time (Note 3)
land_skill_limit: 9

//Determines which kind of skill-failed messages should be sent:
// 1 - Disable all skill-failed messages.
// 2 - Disable skill-failed messages due to can-act delays.
// 4 - Disable failed message from Snatcher
// 8 - Disable failed message from Envenom
display_skill_fail: 2

// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
chat_warpportal: no

// What should the wizard's "Sense" skill display on the defense fields?
// 0: Do not show defense
// 1: Base defense [RE default]
// 2: Vit/Int defense
// 3: Both (the addition of both) 
sense_type: 1

// Which finger offensive style will be used?
// 0 = Aegis style (single multi-hit attack)
// 1 = Athena style (multiple consecutive attacks)
finger_offensive_type: 0

// 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 : Returns all items used to deploy the trap
skill_removetrap_type: 0

// Does using bow to do a backstab give a 50% damage penalty? (Note 1)
backstab_bow_penalty: yes

// How many times you could try to steal from a mob.
// Note: It helps to avoid stealing exploit on monsters with few rare items
// Use 0 to disable (max allowed value is 255)
skill_steal_max_tries: 0

// 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

// Level and Strength of "MVP heal". When someone casts a heal of this level or
// above, the heal formula is bypassed and this value is used instead.
max_heal: 9999
max_heal_lv: 11

// Emergency Recall Guild Skill setting (add as appropiate).
// Note that for the skill to be usable at all, 
// you need at least one of 1/2 and 4/8
// 1: Skill is usable outside of woe.
// 2: Skill is usable during woe.
// 4: Skill is usable outside of GvG grounds
// 8: Skill is usable on GvG grounds
//16: Disable skill from "nowarpto" maps
//    (it will work on GVG castles even if they are set to nowarpto, though)
emergency_call: 11

// Guild Aura Skills setting (add as appropiate).
// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
// Note that for the skill to be usable at all, 
// you need at least one of 1/2 and 4/8
// 1: Skill works outside of woe.
// 2: Skill works during woe.
// 4: Skill works outside of GvG grounds
// 8: Skill works on GvG grounds
//16: Disable skill from affecting Guild Master
guild_aura: 31

// 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

// Allow use of ES-type magic on players?
allow_es_magic_player: no

// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
sg_miracle_skill_ratio: 2

// Miracle of the Sun, Moon and Stars skill duration in milliseconds
sg_miracle_skill_duration: 3600000

// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
sg_angel_skill_ratio: 10

// Skills that bHealPower has effect on
// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun
skill_add_heal_rate: 7

// Whether the damage of EarthQuake with a single target on screen is able to be reflected.
// Note: On offcial server, EQ is reflectable when there is only one target on the screen, 
//	 which might be an exploit to hunt the MVPs.
eq_single_target_reflectable: yes

// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.
// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.
// (The number will show but no actual damage will be done)
invincible.nodamage: no

// Dancing Weapon Switch
// On official server, a fix is in place that prevents the switching of weapons to cancel songs.
// Default: yes
dancing_weaponswitch_fix: yes

// Skill Trap Type (GvG)
// 0: (official) Traps in GvG only make player stop moving after its walk path is complete, and it activates other traps on the way.
// 1: Traps in GvG make player stop moving right when stepping over it.
skill_trap_type: 0