// ______ __ __
// /\ _ \/\ \__/\ \
// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
// _ _ _ _ _ _ _ _ _ _ _ _ _
// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
//
//--------------------------------------------------------------
// eAthena Battle Configuration File
// Originally Translated by Peter Kieser <pfak@telus.net>
// 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
//Note 3: Value is not limited to 60K (see below)
// Other Information:
// All options are limited to a max of 60K (aprox) which is 600%
// or 60secs as appropiate.
// 1000 miliseconds is 1 second.
// Unless otherwise specified, the minimum value is 0 for all
// features.
//--------------------------------------------------------------
// 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
// Will normal attacks be able to ignore the delay after skills? (Note 1)
skill_delay_attack_enable: yes
// Range added to player skills after their cast time finishes.
// Decides how far away the target can walk away after the skill began casting before the skill fails.
player_skill_add_range: 15
// 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
// Range added to mob skills after their cast time finishes.
// Decides how far away the target can walk away after the skill began casting before the skill fails.
monster_skill_add_range: 15
// Does the distance between caster and target define if the skill is a ranged skill?
// 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 (eg: Double Strafe is always long-ranged).
// Mask values (add as necessary):
// 1: Players
// 2: Mobs
// 4: Pets
// Default 6 (mobs + pets)
skillrange_by_distance: 6
// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 1)
// NOTE: Skills affected by this option are those whose range in the skill_db are negative.
skillrange_from_weapon: no
//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
// Counter Attack Skill Type
// 0 = 100% critical
// 1 = disregard DEF and HIT+20, CRI*2
// Players
player_auto_counter_type: 0
// Monsters
monster_auto_counter_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 players are not allowed to cast ground based skills of a certain type such
// as traps straight onto or nearby other players/monsters. (Note 1)
player_skill_nofootset: yes
// Whether monsters are not allowed to cast ground based skills of a certain type such
// as traps straight onto or nearby other players. (Note 1)
monster_skill_nofootset: no
// 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)
// NOTE: It may degrade performance to enable this.
skill_wall_check: no
// 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.
// no or 0 = doesn't check for walls (you can cloak without walls)
// 1 = it checks for walls
// 2 = it doesn't checks for walls + your cloaking lasts forever
// 3 = it checks for walls + your cloaking lasts forever (it is not cancelled on attack)
player_cloak_check_type: 1
// When a monster is cloaking, Whether the wall is checked or not. (Note 1)
monster_cloak_check_type: no
// 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 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
// What should the wizard's "Sense" skill display on the defense fields?
// 0: Do not show defense
// 1: Base defense
// 2: Vit/Int defense
// 3: Both (the addition of both) [default]
sense_type: 3
// Which finger offensive style can be used?
// 0 = Aegis style
// 1 = Athena style
finger_offensive_type: 0
// Number of hits at a time that undead/fire elemental enemies receive from firewall.
// NOTE: Officially, it is one hit at a time on a very fast rate, however eA's timer system
// doesn't triggers enough "hits" to exhaust the firewall before the mob walks through it.
// A value of 5 would suffice for a vertical firewall to take full effect on undead.
firewall_hits_on_undead: 1
// 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 : Allows the returned item and amount to be defined
skill_removetrap_type: 0
// Does using bow to do a backstab give a 50% damage penalty? (Note 1)
backstab_bow_penalty: yes
// Use kRO new steal formula?
skill_steal_type: yes
// 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
// Max Possible Level of Monster skills
// Note: If your MVPs are too tough, reduce it to 10.
mob_max_skilllvl: 100
// 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