summaryrefslogtreecommitdiff
path: root/world/map/conf/battle_athena.conf
blob: 6e80b1e7a1f7b9eb2b9c6d465b00e4f077ea0727 (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
// eAthena Battle Configuration File

// 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: 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: no

// The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
atcommand_spawn_quantity_limit: 100

// If an item is droped, does it go stright into the users inventory? (Note 1)
item_auto_get: no

// How far away does drop protection apply?
drop_pickup_safety_zone: 20

// How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
flooritem_lifetime: 120000

// How long before the first person who did the most damage to a monster can get the item? (in milliseconds)
item_first_get_time: 15000

// 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: 10000

// 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: 5000

// 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

// 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: 0

// 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

// 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

// 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 equip anything? (0 to disable, or minimum GM level, can cause client errors.)
gm_all_equipment: 0

// Should GMs be given a hashed IP instead of the real one?
mask_ip_gms: 1

// Allow monsters to be aggresive and attack first? (Note 1)
monster_active_enable: yes

// 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

// You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1)
basic_skill_check: no

// 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 regardless of this setting. (I think)
player_invincible_time: 5000

// Will there be a minimum skill dmg even if there is a miss?
skill_min_damage: no

// 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

// The maximum weight for a character to carry when the character stops healing naturally. (in %)
natural_heal_weight_rate: 50

// Multiplier for healing from items.
itemheal_regeneration_factor: 1

// 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

// 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

// Type of penalty that is applied to FLEE when more than agi_penaly_count monsters are targetting player
// 0 = no penalty is applied
// 1 = agi_penaly_num is reduced from FLEE as a %
// 2 = agi_penaly_num is reduced from FLEE as an exact amount
agi_penaly_type: 1

// Amount of enemies required to be targetting player before FLEE begins to be penalized
agi_penaly_count: 3

// Amount of FLEE penalized per each attacking monster more than agi_penaly_count
agi_penaly_num: 10

// Type of penalty that is applied to VIT defense when more than vit_penaly_count monsters are targetting player
// 0 = no penalty is applied
// 1 = vit_penaly_num is reduced from FLEE as a %
// 2 = vit_penaly_num is reduced from FLEE as an exact amount
vit_penaly_type: 1

// Amount of enemies required to be targetting player before VIT defense begins to be penalized
vit_penaly_count: 3

// Amount of VIT defense penalized per each attacking monster more than vit_penaly_count
vit_penaly_num: 5

// When a defensive skill is  used, is the mob's target temporarily
// set to the attacking player first, and restored afterwards?
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

// 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

// 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_penaly_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_penaly_count_lv: 3

// Is the character of a GM account set as the object of a display by @ command etc. or not?
hide_GM_session: no

// 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

// 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? (Note 1)
monsters_ignore_gm: no

// 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

// Turn this on to allow a player to level up more than once from a kill. (Note 1)
multi_level_up: yes

// 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

// valid range of dye's and styles on the client
// Note: this is also hard-coded in the char-server
min_hair_style: 0
max_hair_style: 20
min_hair_color: 0
max_hair_color: 255

// Visible area size (how many squares away from a player can they see)
area_size: 14

// chat system:
// More than flood lines in threshold seconds gets a ban
// More than warn lines in threshold seconds gets a warning
chat_spam_flood: 10
chat_spam_warn: 8
chat_spam_threshold: 10

// How much to increment the line count if the content is lame.
// Lameness is defined as mostly caps, punctuation, or a repeat of the last line.
// Set to 1 or 2 depending on how much you hate hearing "ITEN PLZ!" 3 times in a row..
chat_lame_penalty: 2

// how many hours to auto ban spammer, 0 to disable [0-32767]. Default 6.
chat_spam_ban: 1

// Maximum line lengt, if a message is above chat_maxline, its dropped [1-512]. Default 255.
chat_maxline: 512

// Packet flood protection
// If more than packet_spam_flood over-limits packets are recieved in
// packet_spam_threshold seconds, we will kick the user if packet_spam_kick
// is not set to 0. Limits on individual packets are defined in src/map/clif.c
packet_spam_flood: 30
packet_spam_threshold: 2
packet_spam_kick: 1

// -1: classic
// 0: all PCs on same tile
// 1 or more: all PCs within radius, if also within range
mob_splash_radius: -1

// local settings for this server in this file
import: conf/battle_local.conf