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//================= Hercules Configuration ================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2014-2018  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 <http://www.gnu.org/licenses/>.
//=========================================================================
// 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

// 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

// 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