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path: root/conf-tmpl/battle_athena.conf
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//      ______  __    __                                 
//     /\  _  \/\ \__/\ \                                
//   __\ \ \L\ \ \ ,_\ \ \___      __    ___      __     
// /'__`\ \  __ \ \ \/\ \  _ `\  /'__`\/' _ `\  /'__`\   
///\  __/\ \ \/\ \ \ \_\ \ \ \ \/\  __//\ \/\ \/\ \L\.\_ 
//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
//  _   _   _   _   _   _   _     _   _   _   _   _   _
// / \ / \ / \ / \ / \ / \ / \   / \ / \ / \ / \ / \ / \ 
//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
// \_/ \_/ \_/ \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ \_/
//
//--------------------------------------------------------------
//eAthena Battle Configuration File
// 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
// Other Information:
//  1000 miliseconds is 1 second.
//--------------------------------------------------------------

// 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: yes

// Whether or not cards and attributes in the left hand are enabled (Note 1)
left_cardfix_to_right: yes

// Increase player's attack range (in cells)
player_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

// 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: yes

// Damaged delay rate (Note 2)
player_damage_delay_rate: 100

// Is a player's defense NOT dependant on an enemies attack? (Note 1)
defunit_not_enemy: yes

// Are summoned monsters level greater then your base level? (I think this is for dead branches) (Note 1)
random_monster_checklv: yes

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

// Does HP recover if hit by an attribute that's same as your own? (Note 1)
attribute_recover: yes

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

// How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds) 
flooritem_lifetime: 60000

// How long before the first person who did the most damage to a monster can get the item? (in milliseconds)
item_first_get_time: 3000

// 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: 1000

// 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: 1000

// How long before the first person who did the most damage to a MVP can get the item? (in milliseconds)
mvp_item_first_get_time: 10000

// How long before the second person who did the second most damage to a MVP 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
mvp_item_second_get_time: 10000

// How long before the third person who did the third most/least damage to a MVP can get the item 
//(Note the Amount is in Milliseconds and 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
mvp_item_third_get_time: 2000

// Item drop rates (Note 2)

// The rate the common items are droped (Items that are in the ETC tab, besides card)
item_rate_common: 100
item_drop_common_min: 1
item_drop_common_max: 10000

// The rate healing items are droped (items that restore HP or SP)
item_rate_heal: 100
item_drop_heal_min: 1
item_drop_heal_max: 10000

// The rate at which usable items (in the item tab) other then healing items are droped.
item_rate_use: 100
item_drop_use_min: 1
item_drop_use_max: 10000

// The rate at which equipment is droped.
item_rate_equip: 100
item_drop_equip_min: 1
item_drop_equip_max: 10000

// The rate at which cards are droped
item_rate_card: 100
item_drop_card_min: 1
item_drop_card_max: 10000

item_drop_mvp_min: 1
item_drop_mvp_max: 10000

// Can the monster's drop rate become 0? (Note 1)
drop_rate0item: no

// 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

// PVP exp.  Do players get exp during pvp
pvp_exp: yes

// 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: 1

// 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

// When a player dies, how much zeny should we penalize them with?
zeny_penalty: 0

// 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

// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
mvp_hp_rate: 100

// [MVP] Item drop rate, that is, the overall drop rate for items droped by an MVP. (Note 2)
mvp_item_rate: 100

// [MVP] Exp. rate. (Note 2)
mvp_exp_rate: 100

// 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 use all skills? (No or mimimum GM level)
gm_all_skill: no

// [GM] Can use all abracadabra skills? (No minimum GM level)
gm_all_skill_add_abra: no

// [GM] Can equip anything? (No or minimum GM level, can cause client errors.)
gm_all_equipment: no

// [GM] Raise skills unconditionally, that is, put points in to a skill not in thier jobs skill tree? (no or minimum gm level)
gm_skill_unconditional: no

// Can a normal player by-pass the skill tree? (Note 1)
player_skillfree: no

// When doing a skill reset, whether the skill's restriction is to be ignored or not. (Note 1)
player_skillup_limit: yes

// Forging success rate. (Note 2)
weapon_produce_rate: 100

// Prepare Potion succsss rate. (Note 2)
potion_produce_rate: 100

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

// Monster damage delay rate (Note 1)
monster_damage_delay_rate: 100

// Looting monster actions.
// 0 = Monster will consume the item.
// 1 = Monster will not consume the item.
monster_loot_type: 0

// 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

// Quest skills can be learned? (Note 1)
// Setting this to yes can open an exploit on your server!
quest_skill_learn: no

// When skills are reset, quest skills are reset as well? (Note 1)
// Setting this to yes can open an exploit on your server!
quest_skill_reset: no

// You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1)
basic_skill_check: yes

// When making a guild, an Emperium is consumed? (Note 1)
guild_emperium_check: yes

// Maximum tax limit on a guild member.
guild_exp_limit: 50

// Maximum castles one guild can own (0 - unlimited)
guild_max_castles: 0

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

// [PET] Rate for catching pets (Note 2)
pet_catch_rate: 100

// [PET] Can you name a pet more then once? (Note 1)
pet_rename: no

// [PET] The rate a pet will get friendly by feeding it. (Note 2)
pet_friendly_rate: 100

// [PET] The rate at which a pet will become hungry. (Note 2)
pet_hungry_delay_rate: 100

// [PET] If your pet is hungry by how much will the friendlyness decrease by. (Default is 5)
// Note: The friendlyness is 0-1000 total, at 0 the pet runs away.
pet_hungry_friendly_decrease: 5

// [PET] Does Pet's Attack Damage Based On Str (Note 1)
pet_str: yes

// [PET] Whether or not the pet's will use skills. (Note 1)
pet_status_support: yes

// [PET] Does the pet need its equipment before it does its skill? (Note 1)
pet_equip_required: yes

// [PET] Will all pets attack? (Note 1)
// Do NOT use this with pet skills!
pet_attack_support: no

// [PET] When the master receives damage from the monster, whether or not the pet attacks back.
pet_damage_support: no

// [PET] Rate at which a pet will support it's owner in battle. (Note 2)
pet_support_rate: 100

// [PET] Does the pets owner receive exp from the pets damage?
pet_attack_exp_to_master: no

// [PET] The rate exp. is gained from the pet attacking monsters
pet_attack_exp_rate: 100

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

// Which finger offensive style can be used?
// 0 = Aegis style
// 1 = Athena style
finger_offensive_type: 0

// The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
// The balance of the exp. rate is best used with 5 to 10)
heal_exp: 0

// The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
// Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
resurrection_exp: 0

// The rate of job exp. when using discount and overcharge on an NPC (100 is normal, 200 is double.)
// The way it is calculated is (money recieved * skill lv) * shop_exp / 100.
shop_exp: 0

// The delay rate of monk's combo (Note 2)
combo_delay_rate: 100

// Item check? (Note 1)
// When logged in or moving in map if the item the player is holding isn't correct there will be a check.
item_check: no

// Will tuxedo and wedding dresses be shown when worn? (Note 1)
wedding_modifydisplay: yes

// 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

// Automatic healing skill's time interval. (in milliseconds)
natural_heal_skill_interval: 10000

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

// Override item names from GRF file? (Note 1)
item_name_override_grffile: yes

// 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

// Max weight carts can hold.
max_cart_weight: 8000

// Display player skill errors in console? (for debug only) (default: off) (Note 1)
player_skill_log: off

// Display monster skill errors in console? (for debug only) (default: off) (Note 1)
monster_skill_log: off

// Display battle log? (for debug only) (default: off) (Note 1)
battle_log: off

// Display save log? (for debug only) (default: off) (Note 1)
save_log: off

// Display errors? (for debug only) (default: off) (Note 1)
error_log: off

// Display other stuff? (for debug only) (default: off) (Note 1)
etc_log: off

// 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

// Operational mode of automatic counter.
// 0 = disregard DEF and HIT+20 . CRI*2, 1 = 100% critical
// Players
player_auto_counter_type: 0
// Monsters
monster_auto_counter_type: 0

// 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

// 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 VIT defense when more than vit_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = vit_penalty_num is reduced from FLEE as a %
// 2 = vit_penalty_num is reduced from FLEE as an exact amount
vit_penalty_type: 1

// Amount of enemies required to be targetting player before VIT 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

// When the player attacks an object, the calculation method of DEF. 
// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
player_defense_type: 0

// When the monster attacks an object, the calculation method of DEF.
// With 0 this will be ignored, at 1 or more def = subtraction of (DEF* value).
monster_defense_type: 0

// When the pet attacks an object, the calculation method of DEF.
// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
pet_defense_type: 0

//MDEF�same as above....(MDEF*value)
magic_defense_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 or not ground based skills of a certain type such as traps can be cast straight onto other players. (Note 1)
player_skill_nofootset: yes

//Whether or not ground based skills of a certain type such as traps can be cast straight onto monsters. (Note 1)
monster_skill_nofootset: yes

// When a player is cloaking, Whether the wall is checked or not. (Note 1)
// Note: When set to yes players can still cloak away from walls, but cannot move
// as well as receive movement penalties if the skill level is below 3.
player_cloak_check_type: yes

// When a monster is cloaking, Whether the wall is checked or not. (Note 1)
monster_cloak_check_type: no

// Melee damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
gvg_short_attack_damage_rate: 100

// Ranged damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
gvg_long_attack_damage_rate: 100

// Magic damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
gvg_magic_attack_damage_rate: 100

// Misc damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
gvg_misc_attack_damage_rate: 100

// When the empelium is broken with WoE mode on, How Long Before The Declaration Of Castle Owner
// and Removal of Monsters/Players from Castle. (in milliseconds)
gvg_eliminate_time: 7000

// Whether or not skill is used vis-a-vis the user at the time of MOB skill motion of condition skillused. (Note 1)
// Not sure what this means, something about monsters changing target?
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

// If the player has Undead Elemental Equipment, should they be frozen or not. (Note 1)
player_undead_nofreeze: 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 a party uses a skill with penalties do they apply? (Note 1)
party_skill_penalty: yes

// If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
monster_class_change_full_recover: no

// Do produced items have the maker's name on them? (Note 1)
produce_item_name_input: yes

// Do produced potions have the maker's name on them? (Note 1)
produce_potion_name_input: yes

// Do crafted arrows have the maker's name on them? (Note 1)
making_arrow_name_input: yes

// Does created holy water have the maker's name on it? (Note 1)
holywater_name_input: 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

// 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

// Is a monster summoned via dead branch aggresive? (Note 1)
dead_branch_active: yes

// The highest value at which an item can be sold via the merchant vend skill. (in zeny)
vending_max_value: 10000000

// If someone loots, show name in party? (Note 1)
show_steal_in_same_party: no

// Allow upper class (Advanced 2nd Class)? (Note 1)
// Just leave this at yes
enable_upper_class: yes

// Is a usual attack of a pet delivered withOUT an attribute? (Note 1)
pet_attack_attr_none: no

// Is a usual attack of a player delivered withOUT an attribute? (Note 1)
pc_attack_attr_none: no

// Is a usual attack of a monster delivered withOUT an attribute? (Note 1)
mob_attack_attr_none: no

// mob attacks againsts players wearing ghostring armor do full damage
mob_ghostring_fix: no

// Does the Golden Thief Bug card only work during pvp?
// no or 0 - gtb works all the time
// 1 - 100 - percentage of magic damage reduced only during pvp (or gvg)
gtb_pvp_only: no

// 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_penalty_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_penalty_count_lv: 3

// Grandcross Settings (Dont mess with these)
// Even if MOB (PC) has overlapped, it HIT(s) compulsion 3. (Default no)
gx_allhit: no
// The effect of the arms card of a damage %UP system is set also to GX at -L effect. (default no)
gx_cardfix: no
// The attribute affinity of GX is calculated doubly. (Default yes)
gx_dupele: yes
// 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

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


// Skill unit movement processing method
// 0 - Aegis system : Network load -> Heavier,  Server load -> Lighter
// 1 - Athena system : Network load -> Lighter, Server load -> Heavier
unit_movement_type: 0

// 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

// 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

// 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? (Set to minimum level required for GMs not to be attacked,
// 						setting must be higher than 0.)
monsters_ignore_gm: 100

// Turn equipment breaking on. (Note 1)
// Turning this one will allow equipment to break in battles, 
// as well as some skills that have chance to break equipmen.
equipment_breaking: no

// Overall rate of which equipment can break. (Note 2) [100 = .01% chance to break equipment before penalties.]
// Critical attacks will double chance to break equipment, and other skills (such as Power Thrust) will increase weapon breaking chance as well.
// This does not effect Sage weapon enchantment failure chance.
equipment_break_rate: 100

// 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

// For PK Server Mode. Change this to define the minimum level players can start PK-ing
pk_min_level: 55

// Turn this on to allow a player to level up more than once from a kill. (Note 1)
multi_level_up: no

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

// Choose if server begin with night (yes) or day (no)
night_at_start: no

// Define duration in msec of the day (default: 7,200,000 = 2 hours)
// Set to 0 to disable day cycle (but not @day GM command).
// Except 0, minimum is 60000 (1 minute).
day_duration: 7200000

// Define duration in msec of the night (default: 1,800,000 = 30 min)
// Set to 0 to disable night cycle (but not @night GM command).
// Except 0, minimum is 60000 (1 minute).
night_duration: 1800000

// Set how dark it will become during night time
// Range: 1-10, 0 for default (No changes)
// Warning: might not work with old exe's! Also, currently daytime and @day
// will not remove the night effect when this is set to 1 or above
night_darkness_level: 0

// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
// Will not display guardian or emperium hp.
//
// Still under testing (works but doesn't update)
show_mob_hp: no

// Ban people that try to use an other name of its name (spoof name).
// Duration of the ban, in minutes (default: 5). Value from 0 to 32767
// to disable the ban, set 0
ban_spoof_namer: 5

// 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

// Set here which client version do you accept. Add all values of clients:
//   1: Clients before 2004-07-06 (old clients)
//   2: 2004-07-06 kRO client
//   4: 2004-07-13 kRO client
//   8: 2004-07-26 kRO client
//  16: 2004-08-09 kRO / 2004-08-16aSakray / 2004-08-17aSakray client
//  32: 2004-09-06aSakray client
//  64: 2004-09-21aSakray Client
// 128: 2004-10-18bSakexe Client
// 256: 2004-10-25aSakexe Client
// default value: 511 (all clients)
packet_ver_flag: 511

// Allow GMs to mute players or not?
muting_players: no

// Allow GM commands to be used when muted?
allow_atcommand_when_mute: yes

// Mail system - Only function in sql version
mail_system: no

// valid range of dye's and styles on the client
min_hair_style: 0
max_hair_style: 20
min_hair_color: 0
max_hair_color: 9
min_cloth_color: 0 
max_cloth_color: 4

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

// Zeny from mobs
zeny_from_mobs: no

// Monsters level up (monster will level up each time a player is killed and they will grow stronger)
mobs_level_up: no

// Use kRO new steal formula?
skill_steal_type: yes

// In some cases when moving to cast a skill the exe will a send a UseSkill packet
// before the server has moved us to the correct position, causing it to fail.
// Setting this at 1 would be enough.
skill_range_leniency: 1

// Set this to 1 if your clients have langtype problems and can't display motd properly
motd_type: 0

import: conf/import/battle_conf.txt