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authorHaru <haru@dotalux.com>2016-02-13 15:38:23 +0100
committerHaru <haru@dotalux.com>2016-08-19 21:32:26 +0200
commit6cdb1e5ec2daa295b388d6c3a920b6cffe4193ce (patch)
treee4d67ff2bb7e80b6cab693f9ec24dac47b3a27a4 /conf/map/battle/battle.conf
parentc0e59c874786cdf3bc5863090934b8e18ba0336d (diff)
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Ported battle.conf to libconfig
Ported to modern Hercules and cleaned up from Panikon's commits: 44fea0b3cdba6901599265220228ba4359b1f96d, 9cba05bc0811e638bbaaa6cff887d0b2c9872560 Signed-off-by: Haru <haru@dotalux.com>
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+//================= Hercules Configuration ================================
+//= _ _ _
+//= | | | | | |
+//= | |_| | ___ _ __ ___ _ _| | ___ ___
+//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
+//= | | | | __/ | | (__| |_| | | __/\__ \
+//= \_| |_/\___|_| \___|\__,_|_|\___||___/
+//================= License ===============================================
+//= This file is part of Hercules.
+//= http://herc.ws - http://github.com/HerculesWS/Hercules
+//=
+//= Copyright (C) 2014-2016 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 (Battle) 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)
+//=========================================================================
+
+// Who should have a baseatk value (makes str affect damage)? (Note 3)
+enable_baseatk: 9
+
+// Who can have perfect flee? (Note 3)
+enable_perfect_flee: 1
+
+// Who can have critical attacks? (Note 3)
+// (Note that there are some skills that always do critical hit regardless of this)
+enable_critical: 17
+
+// Critical adjustment rate for non-players (Note 2)
+mob_critical_rate: 100
+critical_rate: 100
+
+// Should normal attacks give you a walk delay? (Note 3)
+// If false, characters can move as soon as they start an attack (attack animation
+// or walk animation may be omitted client-side, causing cropped attacks or
+// monsters that teleport to you)
+// Otherwise, the delay is equal to the 'attack animation' (amotion)
+attack_walk_delay: 15
+
+// Move-delay adjustment after being hit. (Note 2)
+// The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration.
+// NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below.
+pc_damage_walk_delay_rate: 20
+damage_walk_delay_rate: 100
+
+// Move-delay adjustment for multi-hitting attacks.
+// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
+// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
+// 80 is the setting that feels like Aegis (vs Sonic Blows)
+// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
+multihit_delay: 80
+
+// Damaged delay rate for players (Note 2)
+// (Setting to false/0 will be like always endure)
+player_damage_delay_rate: 100
+
+// Should race or element be used to consider someone undead?
+// 0 = element undead
+// 1 = race undead
+// 2 = both (either one works)
+undead_detect_type: 0
+
+// Does HP recover if hit by an attribute that's same as your own? (Note 1)
+// (Will not work in Renewal)
+attribute_recover: false
+
+// What is the minimum and maximum hitrate of normal attacks?
+min_hitrate: 5
+max_hitrate: 100
+
+// 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
+
+// When agi penalty is enabled, to whom it should apply to? (Note 3)
+// By default, only players get the penalty.
+agi_penalty_target: 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 both equipment and vit DEF when more than vit_penalty_count monsters are targetting player
+// 0 = no penalty is applied
+// 1 = vit_penalty_num is reduced from DEF as a %
+// 2 = vit_penalty_num is reduced from DEF as an exact amount
+vit_penalty_type: 1
+
+// When vit penalty is enabled, to whom it should apply to? (Note 3)
+// By default, only players get the penalty.
+vit_penalty_target: 1
+
+// Amount of enemies required to be targetting player before 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
+
+// Use alternate method of DEF calculation for physical attacks.
+// With 0, disabled (use normal def% reduction with further def2 reduction)
+// At 1 or more defense is subtraction of (DEF* value).
+// eg: 10 + 50 def becomes 0 + (10*type + 50)
+weapon_defense_type: 0
+
+// MDEF, same as above....(MDEF*value)
+magic_defense_type: 0
+
+// Change attacker's direction to face opponent on every attack? (Note 3)
+// NOTE: On official servers knockback of some skills like Firewall is always based on the
+// last direction walked. Even when attacking in a completely different direction, the
+// knockback direction won't change, so e.g. if you walk north and then attack an enemy to
+// the south you will still be knocked back to the south by Firewall. Immobile monsters
+// will always be knocked back to the south as their default direction is north.
+attack_direction_change: 0
+
+// For those who is set, their innate attack element is "not elemental"
+// (100% versus on all defense-elements) (Note 3)
+// NOTE: This is the setting that makes it so non-players can hit for full
+// damage against Ghost-type targets with normal attacks (eg: vs. Ghostring).
+attack_attr_none: 14
+
+// Rate at which equipment can break (base rate before it's modified by any skills)
+// 1 = 0.01% chance. Default for official servers: 0
+equip_natural_break_rate: 0
+
+// Overall rate of which your own equipment can break. (Note 2)
+// This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate
+// (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's
+// weapon will be broken.
+equip_self_break_rate: 100
+
+// Overall rate at which you can break target's equipment. (Note 2)
+// This affects the behaviour of skills like acid terror and meltdown
+equip_skill_break_rate: 100
+
+// Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1)
+// NOTE: The official setting is true, even thought it degrades performance a bit.
+delay_battle_damage: true
+
+// Are arrows/ammo consumed when used on a bow/gun?
+// 0 = No
+// 1 = Yes
+// 2 = Yes even for skills that do not specify arrow consumption when said
+// skill is weapon-based and used with ranged weapons (auto-guesses which
+// skills should consume ammo when it's acquired via a card or plagiarize)
+arrow_decrement: 1
+
+// Should the item script bonus 'Autospell' check for range/obstacles before casting?
+// Official behavior is false, setting this to true will make skills use their defined
+// range. For example, Sonic Blow requires a 2 cell distance before autocasting is allowed.
+// This setting also affects autospellwhenhit.
+autospell_check_range: false
+
+// If both the attacker and the target are on the same tile, should the target be knocked back to the left?
+// Official behavior is true, setting this to false will knock the target back behind the attacker.
+knockback_left: true
+
+// Should the target be able of dodging damage by snapping away to the edge of the screen?
+// Official behavior is false
+snap_dodge: false