//================= Hercules Configuration ================================ //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2014-2019 Hercules Dev Team //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see . //========================================================================= // Battle (Skill) Configuration File //========================================================================= // Note 1: Value is a config switch (true/false) // 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: false delay_dependon_agi: false // Minimum allowed delay for ANY skills after casting (in milliseconds) (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 (instant cast)? 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: true // 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: false // 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. By default always the skill range is used. // Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400. skillrange_from_weapon: 0 // Should a check on the caster's status be performed in all skill attacks? // When set to true, meteors, storm gust and any other ground skills will have // no effect while the caster is unable to fight (eg: stunned). skill_caster_check: true // 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 true 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 true, those two skills will not protect everyone, but only allies) // See db/skill_unit_db.txt for more info. defunit_not_enemy: false // 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 appropriate): 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: true for player-traps gvg_traps_target_all: 1 // Hunter's traps visibility setting (with HiddenTrap: true on skill_db.conf) // Here we have 2 configs: // visibility stands to how traps are displayed by default: // 0: Traps are always visible to everyone (Hercules/Pre-renewal) // 1: Traps with HiddenTrap: true are hidden in versus maps (PvP/GvG/BG) // 2: Traps with HiddenTrap: true are always invisible (Renewal) (Default) // Notes: - Invisibility applies to players that are not in caster's party. // - Invisible traps can be made visible to everyone with Hunter's Detecting skill. // // display_on_trigger tells if HiddenTraps should become visible once triggered // 0: Do not make traps visible once triggered (except for Ankle Snare) (Aegis) // 1: Always make traps visible once triggered (Hercules) trap_options: { visibility: 2 display_on_trigger: 1 } // 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 // When songs are canceled, terminated or the character goes out of the // area of effect, there's an additional effect that lasts for 20 seconds // Should that time be reset for each song? // 0: No, you must recast the song AFTER those 20 seconds to have the effect again (Aegis) // 1: Yes, recasting songs reset the 20 seconds timer (eathena) song_timer_reset: 0 // Whether placed down skills will check walls (Note 1) // (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side) skill_wall_check: true // 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 canceled when attacking. // 4 = Cloaking is not canceled 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: // 0 - Enable by default // 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: 0 // Can a player in chat room (in-game), be warped by a warp portal? (Note 1) chat_warpportal: false // 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 (Don't mess with these) // If set to false, 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: false // Grandcross display type (Default 1) // 0: Yellow character // 1: White character gx_disptype: 1 // Max Level Difference for Devotion devotion_level_difference: 10 // If false than you can use the ensemble skills alone. (Note 1) player_skill_partner_check: true // 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: true // 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: false // 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 appropriate). // 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 appropriate). // (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: false // Allow use of SG skills without proper day (Sun/Moon/Star) ? allow_skill_without_day: false // Allow use of ES-type magic on players? allow_es_magic_player: false // 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, 32: Highness Heal skill_add_heal_rate: 7 // Whether the damage of EarthQuake with a single target on screen is able to be reflected. // Note: On official 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: true // 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: false // Dancing Weapon Switch // On official server, a fix is in place that prevents the switching of weapons to cancel songs. // Default: true dancing_weaponswitch_fix: true // 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 // Trap Reflect // Whether the damage from traps must be reflected (for example by Reflect Shield or High Orc Card)? // true: Aegis - traps are reflected // false: Athena - traps are not reflected trap_reflect: true // Max Possible Level of Monster skills // Note: If your MVPs are too tough, reduce it to 10. mob_max_skilllvl: 100 // Area of Bowling Bash chain reaction // 0: Use official gutter line system // 1: Gutter line system without demi gutter bug // 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41) // Note: If you knock the target out of the area it will only be hit once and won't do splash damage bowling_bash_area: 0 // On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to // south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the // edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you // punch a hole into SG it will for example create a "suck in" effect. // If you disable this setting, the knockback direction will be completely random (eAthena style). stormgust_knockback: true // Magic Rod's animation behavior (Note 1) // 0 : (official) Magic Rod's animation occurs every time it is used. // 1 : Magic Rod's animation would not occur unless a spell was absorbed. (old behavior) magicrod_type: 0 // Which skills are allowed to use while interacting with NPC? // 0 (SKILLENABLEDNPC_NONE) - Don't allow using skills. // 1 (SKILLENABLEDNPC_SELF) - Allow using non-damaging self skills. // 2 (SKILLENABLEDNPC_ALL) - Allow using all skills. // Official RE: 0 (Default value.) // Official Pre-RE: 1 skill_enabled_npc: 0 // Close the storage/gstorage when teleported? (Note 1) // true : (Official) // false : (Athena) teleport_close_storage: true