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-rw-r--r--conf/battle/battle.conf157
-rw-r--r--conf/battle/battleground.conf17
-rw-r--r--conf/battle/client.conf135
-rw-r--r--conf/battle/drops.conf134
-rw-r--r--conf/battle/exp.conf91
-rw-r--r--conf/battle/feature.conf34
-rw-r--r--conf/battle/gm.conf42
-rw-r--r--conf/battle/guild.conf50
-rw-r--r--conf/battle/homunc.conf45
-rw-r--r--conf/battle/items.conf95
-rw-r--r--conf/battle/misc.conf150
-rw-r--r--conf/battle/monster.conf238
-rw-r--r--conf/battle/party.conf53
-rw-r--r--conf/battle/pet.conf77
-rw-r--r--conf/battle/player.conf191
-rw-r--r--conf/battle/skill.conf303
-rw-r--r--conf/battle/status.conf24
17 files changed, 0 insertions, 1836 deletions
diff --git a/conf/battle/battle.conf b/conf/battle/battle.conf
deleted file mode 100644
index 8c9447ccb..000000000
--- a/conf/battle/battle.conf
+++ /dev/null
@@ -1,157 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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 no, 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 no/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: no
-
-// 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 yes, even thought it degrades performance a bit.
-delay_battle_damage: yes
-
-// 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 "no", setting this to "yes" 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: no
-
-// If both the attacker and the target are on the same tile, should the target be knocked back to the left?
-// Official behavior is "yes", setting this to "no" will knock the target back behind the attacker.
-knockback_left: yes
-
-// Should the target be able of dodging damage by snapping away to the edge of the screen?
-// Official behavior is "no"
-snap_dodge: no
diff --git a/conf/battle/battleground.conf b/conf/battle/battleground.conf
deleted file mode 100644
index b4c0b2fbd..000000000
--- a/conf/battle/battleground.conf
+++ /dev/null
@@ -1,17 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// Flee penalty on BG grounds.
-// NOTE: It's %, not absolute, so 20 is -20% of your total flee
-bg_flee_penalty: 20
-
-// Interval before updating the bg-member map mini-dots (milliseconds)
-bg_update_interval: 1000
diff --git a/conf/battle/client.conf b/conf/battle/client.conf
deleted file mode 100644
index 6ca2f67e0..000000000
--- a/conf/battle/client.conf
+++ /dev/null
@@ -1,135 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// Whether to enable the official packet obfuscation support (good vs WPE)
-// 0: disabled
-// 1: optional (not recommended) -- identifies whether it is required
-// 2: enabled (recommended)
-packet_obfuscation: 1
-
-// Minimum delay between whisper/global/party/guild messages (in ms)
-// Messages that break this threshold are silently omitted.
-min_chat_delay: 0
-
-// Valid range of dyes and styles on the client.
-min_hair_style: 0
-max_hair_style: 29
-min_hair_color: 0
-max_hair_color: 8
-min_cloth_color: 0
-max_cloth_color: 4
-min_body_style: 0
-max_body_style: 4
-
-// When set to yes, the damage field in packets sent from woe maps will be set
-// to -1, making it impossible for GMs, Bots and Hexed clients to know the
-// actual damage caused by attacks. (Note 1)
-hide_woe_damage: yes
-
-// "hair style" number that identifies pet.
-// NOTE: The client uses the "hair style" field in the mob packet to tell them apart from mobs.
-// This value is always higher than the max hair-style available in said client.
-// Known values to work (all 2005 clients):
-// older sakexes: 20
-// sakexe 0614: 24
-// sakexe 0628 (and later): 100
-pet_hair_style: 100
-
-// Visible area size (how many squares away from a player can they see)
-area_size: 14
-
-// Maximum walk path (how many cells a player can walk going to cursor)
-// default: 17(official)
-max_walk_path: 17
-
-// Maximum allowed 'level' value that can be sent in unit packets.
-// Use together with the aura_lv setting to tell when exactly to show the aura.
-// NOTE: You also need to adjust the client if you want this to work.
-// NOTE: Default is 99. Values above 127 will probably behave incorrectly.
-// NOTE: If you don't know what this does, don't change it!!!
-max_lv: 99
-
-// Level required to display an aura.
-// NOTE: This assumes that sending max_lv to the client will display the aura.
-// NOTE: aura_lv must not be less than max_lv.
-// Example: If max_lv is 99 and aura_lv is 150, characters with level 99~149
-// will be sent as being all level 98, and only characters with level
-// 150 or more will be reported as having level 99 and show an aura.
-aura_lv: 99
-
-// Units types affected by max_lv and aura_lv settings. (Note 3)
-// Note: If an unit type, which normally does not show an aura, is
-// set it will obtain an aura when it meets the level requirement.
-// Default: 0 (none)
-client_limit_unit_lv: 0
-
-// Will tuxedo and wedding dresses be shown when worn? (Note 1)
-wedding_modifydisplay: no
-
-// Save Clothes color. (This will degrade performance) (Note 1)
-save_clothcolor: yes
-
-// Save body styles? (Note 1)
-// Note: Don't turn this on unless you know what your doing.
-// Sprites are not released officially.
-save_body_style: no
-
-// Do not display cloth colors for the wedding costume?
-// Note: Both save_clothcolor and wedding_modifydisplay have to be enabled
-// for this option to take effect. Set this to yes if your cloth palettes
-// pack doesn't has wedding palettes (or has less than the other jobs)
-wedding_ignorepalette: no
-
-// Do not display cloth colors for the Xmas costume?
-// Set this to yes if your cloth palettes pack doesn't has Xmas palettes (or has less than the other jobs)
-xmas_ignorepalette: no
-
-// Do not display cloth colors for the Summer costume?
-// Set this to yes if your cloth palettes pack doesn't has Summer palettes (or has less than the other jobs)
-summer_ignorepalette: no
-
-// Do not display cloth colors for the Hanbok costume?
-// Set this to yes if your cloth palettes pack doesn't has Hanbok palettes (or has less than the other jobs)
-hanbok_ignorepalette: no
-
-// Show Hercules version to users when the login?
-display_version: no
-
-// When affected with the "Hallucination" status effect, send the effect to client? (Note 1)
-// Note: Set to 'no' if the client lags due to the "Wavy" screen effect.
-display_hallucination: yes
-
-// Set this to 1 if your client supports status change timers and you want to use them
-// Clients from 2009 onward support this
-display_status_timers: yes
-
-// Randomizes the dice emoticon server-side, to prevent clients from forging
-// packets for the desired number. (Note 1)
-client_reshuffle_dice: yes
-
-// Sorts the character and guild storage before it is sent to the client.
-// Official servers do not sort storage. (Note 1)
-// NOTE: Enabling this option degrades performance.
-client_sort_storage: no
-
-// Duration of client's self mute in minutes.
-// Note: Do not enable this, if you enabled commands for players,
-// because the client sees multiple commands in succession as spam.
-// Default: 0 (means disabled)
-client_accept_chatdori: 0
-
-// Limits use of blank (transparent) pixels in guild emblems to a set
-// percentage of the total.
-// Official servers do not enforce this technically to date, but some disallow
-// use of blank emblems in their rules. (Note 2)
-// A value of 100 (allowing 100% blank pixels) disables this check.
-// NOTE: Enabling this option slightly degrades performance.
-client_emblem_max_blank_percent: 100
diff --git a/conf/battle/drops.conf b/conf/battle/drops.conf
deleted file mode 100644
index ec122002a..000000000
--- a/conf/battle/drops.conf
+++ /dev/null
@@ -1,134 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// Note 2: Value is in percents (100 means 100%)
-//--------------------------------------------------------------
-
-// If an item is dropped, does it go straight 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 milliseconds)
-flooritem_lifetime: 60000
-
-// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)
-item_first_get_time: 3000
-
-// Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds)
-// (Takes effect after item_first_get_time elapses)
-item_second_get_time: 1000
-
-// Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds)
-// (Takes effect after the item_second_get_time elapses)
-item_third_get_time: 1000
-
-// Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds)
-mvp_item_first_get_time: 10000
-
-// Grace time for the first and second MvP so they can get the item? (in milliseconds)
-// (Takes effect after mvp_item_first_get_time elapses)
-mvp_item_second_get_time: 10000
-
-// Grace time for the first, second and third MvP so they can get the item? (in milliseconds)
-// (Takes effect after mvp_item_second_get_time elapses)
-mvp_item_third_get_time: 2000
-
-// Item drop rates (Note 2)
-
-// The rate the common items are dropped (Items that are in the ETC tab, besides card)
-item_rate_common: 100
-item_rate_common_boss: 100
-item_drop_common_min: 1
-item_drop_common_max: 10000
-
-// The rate healing items are dropped (items that restore HP or SP)
-item_rate_heal: 100
-item_rate_heal_boss: 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 dropped.
-item_rate_use: 100
-item_rate_use_boss: 100
-item_drop_use_min: 1
-item_drop_use_max: 10000
-
-// The rate at which equipment is dropped.
-item_rate_equip: 100
-item_rate_equip_boss: 100
-item_drop_equip_min: 1
-item_drop_equip_max: 10000
-
-// The rate at which cards are dropped
-item_rate_card: 100
-item_rate_card_boss: 100
-item_drop_card_min: 1
-item_drop_card_max: 10000
-
-// The rate adjustment for the MVP items that the MVP gets directly in their inventory
-item_rate_mvp: 100
-item_drop_mvp_min: 1
-item_drop_mvp_max: 10000
-
-// The rate adjustment for card-granted item drops.
-item_rate_adddrop: 100
-item_drop_add_min: 1
-item_drop_add_max: 10000
-
-// Rate adjustment for Treasure Box drops (these override all other modifiers)
-item_rate_treasure: 100
-item_drop_treasure_min: 1
-item_drop_treasure_max: 10000
-
-// Use logarithmic drops? (Note 1)
-// Logarithmic drops scale drop rates in a non-linear fashion using the equation
-// Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
-// Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
-// Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
-// Y: Original Drop Rate
-// X: Rate drop modifier (eg: item_rate_equip)
-// X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
-// -----+---------------------------------------------------------------
-// 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92
-// 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
-// 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13
-// 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98
-// 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69
-// 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64
-// 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53
-//10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13
-//20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100%
-//50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%
-item_logarithmic_drops: no
-
-// Can the monster's drop rate become 0? (Note 1)
-// Default: no (as in official servers).
-drop_rate0item: no
-
-// Makes your LUK value affect drop rates on an absolute basis.
-// Setting to 100 means each luk adds 0.01% chance to find items
-// (regardless of item's base drop rate).
-drops_by_luk: 0
-
-// Makes your LUK value affect drop rates on a relative basis.
-// Setting to 100 means each luk adds 1% chance to find items
-// (So at 100 luk, everything will have double chance of dropping).
-drops_by_luk2: 0
-
-// Whether or not Marine Spheres and Floras summoned by Alchemist drop items?
-// This setting has three available values:
-// 0: Nothing drops.
-// 1: Only marine spheres drop items.
-// 2: All alchemist summons drop items.
-alchemist_summon_reward: 1
-
-// Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
-// This can be set to any value between 0~10000.
-// Note: It also announces STEAL skill usage with rare items
-// 0 = don't show announces at all
-// 1 = show announces for 0.01% drop chance items
-// 333 = show announces for 3.33% or lower drop chance items
-// 10000 = show announces for all items
-rare_drop_announce: 0
diff --git a/conf/battle/exp.conf b/conf/battle/exp.conf
deleted file mode 100644
index 88c5d9c7a..000000000
--- a/conf/battle/exp.conf
+++ /dev/null
@@ -1,91 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// Note 2: Value is in percents (100 means 100%)
-// Note 3: The max level of classes is stored in the exp table.
-// See files db/exp.txt and db/exp2.txt to change them.
-//--------------------------------------------------------------
-
-// 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
-
-// Turn this on to allow a player to level up more than once from a kill. (Note 1)
-multi_level_up: no
-
-// Setting this can cap the max experience one can get per kill specified as a
-// % of the current exp bar. (Every 10 = 1.0%)
-// For example, set it to 500 and no matter how much exp the mob gives,
-// it can never give you above half of your current exp bar.
-max_exp_gain_rate: 0
-
-// Method of calculating earned experience when defeating a monster:
-// 0 = uses damage given / total damage as damage ratio
-// 1 = uses damage given / max_hp as damage ratio
-// NOTE: Using type 1 disables the bonus where the first attacker gets
-// his share of the exp doubled when multiple people attack the mob.
-exp_calc_type: 0
-
-// Experience increase per attacker. That is, every additional attacker to the
-// monster makes it give this much more experience
-// (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp)
-exp_bonus_attacker: 25
-
-// Max number of attackers at which exp bonus is capped
-// (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
-exp_bonus_max_attacker: 12
-
-// MVP bonus exp rate. (Note 2)
-mvp_exp_rate: 100
-
-// Rate of base/job exp given by NPCs. (Note 2)
-quest_exp_rate: 100
-
-// 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
-// (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
-// The way it is calculated is (money received * skill lv) * shop_exp / 10000.
-shop_exp: 0
-
-// PVP exp. Do players get exp in PvP maps
-// (Note: NOT exp from players, but from normal leveling)
-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 (to another player), how much zeny should we penalize them with?
-// NOTE: It is a percentage of their zeny, so 100 = 1%
-zeny_penalty: 0
-
-// Will display experience gained from killing a monster. (Note 1)
-disp_experience: no
-
-// Will display zeny earned (from mobs, trades, etc) (Note 1)
-disp_zeny: no
-
-// Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
-// If no, an equation will be used which preserves statpoints earned/lost
-// through external means (ie: stat point buyers/sellers)
-use_statpoint_table: yes
diff --git a/conf/battle/feature.conf b/conf/battle/feature.conf
deleted file mode 100644
index 000bc318b..000000000
--- a/conf/battle/feature.conf
+++ /dev/null
@@ -1,34 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Feature Configuration File
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// Buying store (Note 1)
-// Requires: 2010-04-27aRagexeRE or later
-feature.buying_store: on
-
-// Search stores (Note 1)
-// Requires: 2010-08-03aRagexeRE or later
-feature.search_stores: on
-
-// Atcommand suggestions (Note 1)
-// If one type incomplete atcommand, it will suggest the complete ones.
-feature.atcommand_suggestions: off
-
-// Banking (Note 1)
-// Requires: 2013-07-24aRagexe or later
-feature.banking: on
-
-// Auction (Note 1)
-// Feature became unstable on clients 2012 onwards (exact date not known),
-// it has been fixed on clients 2013-05-15 onwards however.
-feature.auction: off
-
-// Roulette (Note 1)
-// Requires: 2014-10-22bRagexe or later
-// Off by default while test version is out; enable at your own risk -- the mean dev.
-feature.roulette: off
diff --git a/conf/battle/gm.conf b/conf/battle/gm.conf
deleted file mode 100644
index dc70bc6ca..000000000
--- a/conf/battle/gm.conf
+++ /dev/null
@@ -1,42 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// Note 2: Value is in percents (100 means 100%)
-//--------------------------------------------------------------
-
-// The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
-atcommand_spawn_quantity_limit: 100
-
-// Maximum number of slave-clones that can be have by using the @slaveclone at command. (0 denotes unlimited quantity)
-atcommand_slave_clone_limit: 25
-
-// If 'no', commands require exact player name. If 'yes', entering a partial
-// name will work, as long as there's only one match from all players in the
-// current map server.
-partial_name_scan: yes
-
-// (@) @allstats/@str/@agi/@vit/@int/@dex/@luk
-// allow gms to bypass the maximum stat parameter? ( if yes gm stats can go up to 32k ) default: no
-atcommand_max_stat_bypass: no
-
-// Ban people that try trade dupe.
-// Duration of the ban, in minutes (default: 5). To disable the ban, set 0.
-ban_hack_trade: 5
-
-// requires RENEWAL_DROP to be enabled (src/map/config/renewal.h)
-// modifies @mobinfo to display the users' real drop rate as per renewal_drop formula
-// modifies @iteminfo to not display the minimum item drop rate (since it can't tell the mob level)
-atcommand_mobinfo_type: 0
-
-// Ignore warpable area configuration.
-// Set the minimum group id to ignore invalid cells when warping.
-// Default group is 2. Use 100 to disable this setting.
-gm_ignore_warpable_area: 2
-
-// Should atcommands trigger level up events for NPCs? (Note 1)
-// This option is for @baselevelup and @joblevelup
-// Default: no
-atcommand_levelup_events: no
diff --git a/conf/battle/guild.conf b/conf/battle/guild.conf
deleted file mode 100644
index 59fc78c51..000000000
--- a/conf/battle/guild.conf
+++ /dev/null
@@ -1,50 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// Note 2: Value is in percents (100 means 100%)
-//--------------------------------------------------------------
-
-// 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
-
-// Restart guild skills cooldown by relog? (Note 1)
-// When "no", you relog with the same cooldown remaining as from when you
-// logged out, "yes" restarts the cooldown upon login to its full duration.
-guild_skill_relog_delay: no
-
-// Damage adjustments for WOE battles against defending Guild monsters (Note 2)
-castle_defense_rate: 100
-
-// Flee penalty on gvg grounds. Official value is 20 (Note 2)
-// NOTE: It's %, not absolute, so 20 is -20% of your total flee
-gvg_flee_penalty: 20
-
-// Can the 'Glory of Guild' skill be learnt in the Guild window,
-// and does changing emblems require it? (Note 1)
-// P.S: This skill is not implemented on official servers
-require_glory_guild: no
-
-// Limit Guild alliances. Value is 0 to 3.
-// If you want to change this value, clear the guild alliance table.
-// Default is 3
-max_guild_alliance: 3
-
-// When to re-display the guild notice
-// Upon teleporting (regardless of changing maps): 2 (official)
-// Upon changing maps: 1
-// Do not re-display: 0 (disabled)
-guild_notice_changemap: 2
-
-// Can guild members invite/expel members inside guild castles in WoE/GvG? (Note 1)
-// default: no
-guild_castle_invite: no
-guild_castle_expulsion: no
diff --git a/conf/battle/homunc.conf b/conf/battle/homunc.conf
deleted file mode 100644
index a33eab8ea..000000000
--- a/conf/battle/homunc.conf
+++ /dev/null
@@ -1,45 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// Homunculus setting (Note 3)
-// Activates various 'quirks' that makes them behave unlike normal characters.
-// 0x001: Can't be targetted by support skills (except for their master)
-// 0x004: Mobs will always go after them instead of players until attacked
-// 0x008: Copy their master's speed on spawn/map-change
-// 0x010: They display luk/3+1 instead of their actual critical in the
-// stat window (by default they don't crit)
-// 0x020: Their Min-Matk is always the same as their max
-// 0x040: Skill re-use delay is reset when they are vaporized.
-hom_setting: 0x1D
-
-// The rate a homunculus will get friendly by feeding it. (Note 2)
-homunculus_friendly_rate: 100
-
-// Can you name a homunculus more then once? (Note 1)
-hom_rename: no
-
-// Intimacy needed to use Evolved Vanilmirth's Bio Explosion
-hvan_explosion_intimate: 45000
-
-// Show stat growth to the owner when an Homunculus levels up
-homunculus_show_growth: yes
-
-// Does autoloot work, when a monster is killed by homunculus only?
-homunculus_autoloot: yes
-
-// Should homunculi Vaporize when Master dies?
-homunculus_auto_vapor: yes
-
-// Max level for regular Homunculus
-homunculus_max_level: 99
-
-// Max level for Homunculus S
-homunculus_S_max_level: 150
diff --git a/conf/battle/items.conf b/conf/battle/items.conf
deleted file mode 100644
index e2358b6d6..000000000
--- a/conf/battle/items.conf
+++ /dev/null
@@ -1,95 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// The highest value at which an item can be sold via the merchant vend skill. (in zeny)
-vending_max_value: 1000000000
-
-// Whether to allow buying from vending chars that are at their max. zeny limit.
-// If set to yes, the rest of the zeny above the char's capacity will disappear.
-vending_over_max: yes
-
-// Tax to apply to all vending transactions (eg: 10000 = 100%, 50 = 0.50%)
-// When a tax is applied, the item's full price is charged to the buyer, but
-// the vender will not get the whole price paid (they get 100% - this tax).
-vending_tax: 200
-
-// Show the buyer's name when successfully vended an item
-buyer_name: yes
-
-// Forging success rate. (Note 2)
-weapon_produce_rate: 100
-
-// Prepare Potion success rate. (Note 2)
-potion_produce_rate: 100
-
-// Do produced items have the maker's name on them? (Note 3)
-// 0x01: Produced Weapons
-// 0x02: Produced Potions
-// 0x04: Produced Arrows
-// 0x08: Produced Holy Water/Ancilla
-// 0x10: Produced Deadly Potions
-// 0x80: Other produced items.
-produce_item_name_input: 0x03
-
-// Is a monster summoned via dead branch aggressive? (Note 1)
-dead_branch_active: yes
-
-// Should summoned monsters check the player's base level? (dead branches) (Note 1)
-// On officials this is no - monsters summoned from dead/bloody branches can be ANY level.
-// Change to 'yes' to only summon monsters less than or equal to the player's base level.
-random_monster_checklv: no
-
-// Can any player equip any item regardless of the gender restrictions
-// NOTE: Wedding Rings and Whips/Musical Instruments will check gender regardless of setting.
-ignore_items_gender: yes
-
-// Item check? (Note 1)
-// On map change it will check for items not tagged as "available" and
-// auto-delete them from inventory/cart.
-// NOTE: An item is not available if it was not loaded from the item_db or you
-// specify it as unavailable in db/item_avail.txt
-item_check: no
-
-// How much time must pass between item uses?
-// Only affects the delay between using items, prevents healing item abuse. Recommended ~500 ms
-// On officials this is 0, but it's set to 100ms as a measure against bots/macros.
-item_use_interval: 100
-
-// How much time must pass between cash food uses? Default: 60000 (1 min)
-cashfood_use_interval: 60000
-
-// Required level of bNoMagicDamage before Status Changes are blocked (Golden Thief Bug card).
-// For example, if left at 50. An item can give bNoMagicDamage,40;
-// which reduces magic damage by 40%, but does not blocks status changes.
-gtb_sc_immunity: 50
-
-// Enable autospell card effects to stack?
-// NOTE: Different cards that grant the same skill will both
-// always work independently of each other regardless of setting.
-autospell_stacking: no
-
-// Will disabled consumables (disabled by map_zone_db.conf) be consumed when trying to use them?
-// 1 (official): yes
-// 0: no
-item_restricted_consumption_type: 1
-
-// Enable all NPC to allow changing of equipments while interacting? (Note 1)
-// Script commands 'enable_items/disable_items' will not be override. (see doc/script_commands.txt)
-// 1 : yes(official)
-// 0 : no
-item_enabled_npc: 1
-
-// Unequip the equipments that has disabled by map_zone_db.conf ?
-// 0 : disabled equipments and cards are nullify (official)
-// 1 : disabled equipments are unequip, disabled cards are nullify
-// 2 : disabled equipments are nullify, disabled cards will caused the equipment to unequip
-// 3 : disabled equipments are unequip, disabled cards will caused the equipment to unequip (1+2)
-unequip_restricted_equipment: 0
diff --git a/conf/battle/misc.conf b/conf/battle/misc.conf
deleted file mode 100644
index a3c6ed26a..000000000
--- a/conf/battle/misc.conf
+++ /dev/null
@@ -1,150 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// 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.
-// Note: If pk_mode is set to 2 instead of 1 (yes), players will receive a
-// manner penalty of 5 each time they kill another player (see manner_system
-// config to adjust how this will affect players)
-pk_mode: 0
-
-// Manner/karma system configuration. Specifies how does negative manner
-// (red no chat bubble) affects players (add as needed):
-// 0: No penalties.
-// 1: Disables chatting (includes whispers, party/guild msgs, etc)
-// 2: Disables skill usage
-// 4: Disables commands usage
-// 8: Disables item usage/picking/dropping
-// 16: Disables room creation (chatrooms and vending shops)
-manner_system: 31
-
-// For PK Server Mode. Change this to define the minimum level players can start PK-ing
-pk_min_level: 55
-
-// For PK Server Mode. It specifies the maximum level difference between
-// players to let them attack each other. 0 disables said limit.
-pk_level_range: 0
-
-// Display skill usage in console? (for debug only) (default: off) (Note 3)
-skill_log: off
-
-// Display battle log? (for debug only) (default: off) (Note 1)
-battle_log: off
-
-// Display other stuff? (for debug only) (default: off) (Note 1)
-etc_log: off
-
-// Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1)
-// It will also run on start-up a warp-check to print out which warp points lead directly on
-// top of on-touch npcs (which can lead to infinite loopback warping situations)
-warp_point_debug: no
-
-// Choose if server begin with night (yes) or day (no)
-night_at_start: no
-
-// Define duration in msec of the day (default: 7200000 = 2 hours)
-// Set to 0 to disable day cycle (but not @day GM command).
-// Except 0, minimum is 60000 (1 minute)
-day_duration: 0
-
-// Define duration in msec of the night (default: 1800000 = 30 min)
-// Set to 0 to disable night cycle (but not @night GM command).
-// Except 0, minimum is 60000 (1 minute)
-night_duration: 0
-
-// Using duel on pvp-maps
-duel_allow_pvp: no
-
-// Using duel on gvg-maps
-duel_allow_gvg: no
-
-// Allow using teleport/warp when dueling
-duel_allow_teleport: no
-
-// Autoleave duel when die
-duel_autoleave_when_die: yes
-
-// Delay between using @duel in minutes
-duel_time_interval: 60
-
-// Restrict duel usage to same map
-duel_only_on_same_map: no
-
-// Determines max number of characters that can stack within a single cell.
-// Official - Only affects the walking routines of characters, including monsters.
-// If a unit stops walking and is on a cell with more than stack limit
-// characters on it, it will walk to the closest free cell.
-// Custom - This variation will make every full cell to be considered a wall.
-// NOTE: For this setting to take effect you have to use a server compiled
-// with Cell Stack Limit support (see src/map/map.h)
-official_cell_stack_limit: 1
-custom_cell_stack_limit: 1
-
-// If 0 while walking not check occupied cells
-// If 1 while walking check occupied cells
-check_occupied_cells: 1
-
-// Allow autotrade only in map with autotrade flag?
-// Set this to "no" will allow autotrade where no "autotrade" mapflag is set
-// Set this to "yes" to only allow autotrade on maps with "autotrade" mapflag
-at_mapflag: no
-
-// Set this to the amount of minutes autotrade chars will be kicked from the server.
-at_timeout: 0
-
-// Auction system, fee per hour. Default is 12000
-auction_feeperhour: 12000
-
-// Auction maximum sell price
-auction_maximumprice: 500000000
-
-// Minimum delay between each store search query in seconds.
-searchstore_querydelay: 10
-
-// Maximum amount of results a store search query may yield, before
-// it is canceled.
-searchstore_maxresults: 30
-
-// Whether or not gaining and loosing of cash points is displayed (Note 1).
-// Default: no
-cashshop_show_points: no
-
-// Whether or not mail box status is displayed upon login.
-// Default: 0
-// 0 = No
-// 1 = Yes
-// 2 = Yes, when there are unread mails
-mail_show_status: 0
-
-// Is monster transformation disabled during Guild Wars?
-// If set to yes, monster transforming is automatically removed/disabled when entering castles during WoE times
-mon_trans_disable_in_gvg: no
-
-// Whether AegisName and SpriteName lookups are case sensitive
-// Default: yes (as in official servers)
-// When this is set to yes, item and monster lookups through atcommands and
-// script commands will match AegisNames and SpriteNames only when the case
-// matches. Display name lookups are not affected by this setting.
-// Example: Given the two items:
-// - { Id: 553, AegisName: "Bun", Name: "Bao" }
-// - { Id: 6115, AegisName: "Bun_", Name: "Bun" }
-// query when 'yes' when 'no'
-// @item bun # 6115 # 553
-// @item Bun # 553 # 553
-// @item Bao # 553 # 553
-// @item Bun_ # 6115 # 6115
-case_sensitive_aegisnames: yes
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf
deleted file mode 100644
index 23087ec78..000000000
--- a/conf/battle/monster.conf
+++ /dev/null
@@ -1,238 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// The HP rate of MVPs. (Note 2)
-mvp_hp_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
-
-// Defines various mob AI related settings. (Note 3)
-// 0x001: When enabled mobs will update their target cell every few iterations
-// (normally they never update their target cell until they reach it while
-// chasing)
-// 0x002: Makes mob use their "rude attack" skill (usually warping away) if they
-// are attacked and they can't attack back regardless of how they were
-// attacked (eg: GrimTooth), otherwise, their rude attack" is only activated
-// if they can't melee reach the target (eg: sniping)
-// 0x004: If not set, mobs that can change target only do so when melee attacked
-// (distance player/mob < 3), otherwise mobs may change target and chase
-// ranged attackers. This flag also overrides the 'provoke' target.
-// 0x008: When set, mobs scatter as soon as they lose their target. Use this mode
-// to make it much harder to mob-train by hiding and collecting them on a
-// single spot (ie: GrimTooth training)
-// 0x010: If set, mob skills defined for friends will also trigger on themselves.
-// 0x020: When set, the monster ai is executed for all monsters in maps that
-// have players on them, instead of only for mobs who are in the vicinity
-// of players.
-// 0x040: When set, when the mob's target changes map, the mob will walk towards
-// any npc-warps in it's sight of view (use with mob_warp below)
-// 0x100: When set, a mob will pick a random skill from it's list and start from
-// that instead of checking skills in orders (when unset, if a mob has too
-// many skills, the ones near the end will rarely get selected)
-// 0x200: When set, a mob's skill re-use delay will not be applied to all entries of
-// the same skill, instead, only to that particular entry (eg: Mob has heal
-// on six lines in the mob_skill_db, only the entry that is actually used
-// will receive the delay). This will make monsters harder, especially MvPs.
-// 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they
-// will obey the normal skill range rules.
-// Example: 0x140 -> Chase players through warps + use skills in random order.
-monster_ai: 0
-
-// How often should a monster rethink its chase?
-// 0: Every 100ms (MIN_MOBTHINKTIME)
-// 1: Every cell moved
-// 2: Every 2 cells moved
-// 3: Every 3 cells moved (official)
-// x: Every x cells moved
-// Regardless of this setting, a monster will always rethink its chase if it has
-// reached its target. Increase this value if you want to make monsters continue
-// moving after they lost their target (hide, no line of sight, etc.).
-monster_chase_refresh: 3
-
-// Should mobs be able to be warped (add as needed)?
-// 0: Disable.
-// 1: Enable mob-warping when standing on NPC-warps
-// 2: Enable mob-warping when standing on Priest Warp Portals
-// 4: Disable warping when the target map is a 'nobranch' map.
-mob_warp: 0
-
-// If these are set above 0, they define the time (in ms) during which monsters
-// will have their 'AI' active after all players have left their vicinity.
-mob_active_time: 0
-boss_active_time: 0
-
-// Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
-view_range_rate: 100
-
-// Chase Range is the base minimum-chase that a mob gives before giving up
-// (as long as the target is outside their field of view). This is the range3
-// column in the mob_db. (Note 2)
-chase_range_rate: 100
-
-// Allow monsters to be aggresive and attack first? (Note 1)
-monster_active_enable: yes
-
-// Should the mob_db names override the mob names specified in the spawn files?
-// 0: No
-// 1: always use the mob_db Name column (english mob name)
-// 2: always use the mob_db JName column (original Kro mob name)
-override_mob_names: 0
-
-// Monster damage delay rate (Note 1)
-// Setting to no/0 is like they always have endure.
-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
-
-// Chance of mob casting a skill (Note 2)
-// Higher rates lead to 100% mob skill usage with no/few normal attacks.
-// Set to 0 to disable mob skills.
-mob_skill_rate: 100
-
-// Mob skill delay adjust (Note 2)
-// After a mob has casted a skill, there is a delay before being able to
-// re-cast it. Note that skills with a delay of 0 can't be affected by this
-// setting.
-mob_skill_delay: 100
-
-// Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)
-mob_count_rate: 100
-
-// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
-//Note: This does not affects mobs with immediate respawn (most normal mobs)
-mob_spawn_delay: 100
-plant_spawn_delay: 100
-boss_spawn_delay: 100
-
-// Should mobs not spawn within the viewing range of players?
-// 0 is disabled, otherwise it is the number of retries before giving up
-// and spawning the mob within player-view anyway, unless the max (100) is used,
-// in which case the mob will not be spawned, and it'll be retried again in
-// 5 seconds.
-// NOTE: This has no effect on mobs that always spawn on the very same cell
-// (like ant eggs) except if you set it to the max.
-no_spawn_on_player: 0
-
-// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
-// If set to yes, all monsters will have a random respawn spot across the whole
-// map regardless of what the mob-spawn file says.
-force_random_spawn: no
-
-// Do summon slaves inherit the passive/aggressive traits of their master?
-// 0: No, retain original mode.
-// 1: Slaves are always aggressive.
-// 2: Slaves are always passive.
-// 3: Same as master's aggressive/passive state.
-slaves_inherit_mode: 2
-
-// Do summon slaves have the same walking speed as their master?
-// NOTE: The default is 3 for official servers.
-// 0: Never.
-// 1: If the master can walk
-// 2: If the master can't walk (even motionless mobs have a speed
-// entry in their mob_db)
-// 3: Always
-slaves_inherit_speed: 3
-
-// Will summoned monsters (alchemists, or @summon'ed monsters) attack cause a
-// chance of triggering the master's autospell cards? (Note 1)
-summons_trigger_autospells: yes
-
-// When a mob is attacked by another monster, will the mob retaliate against the master of said mob instead of the mob itself?
-// NOTE: Summoned mobs are both those acquired via @summon and summoned by Alchemists
-retaliate_to_master: yes
-
-// Whether mobs should change target temporarily when a skill triggers a counter mob skill (Note 1)
-// eg: Mob attacks player B, and player A casts a skill C. If set to yes and the
-// mob has a skill that is triggered by skill C, then A will be the target of
-// the skill, otherwise B will be targetted by the reaction skill.
-mob_changetarget_byskill: no
-
-// If monster's class is changed will it fully recover HP? (Note 1)
-monster_class_change_full_recover: yes
-
-// Display some mob info next to their name? (add as needed)
-// (does not works on guardian or Emperium)
-// 1: Display mob HP (Hp/MaxHp format)
-// 2: Display mob HP (Percent of full life format)
-// 4: Display mob's level
-show_mob_info: 0
-
-// 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)
-// Exp rate is calculated ((monster level-original monster level)*(exp*(mobs_level_up_exp rate/100)))
-// NOTE: Does not apply to WoE Guardians.
-mobs_level_up: no
-mobs_level_up_exp_rate: 1
-
-// Dynamic Mobs Options
-// Use dynamic mobs? (recommended for small-medium sized servers)
-dynamic_mobs: yes
-
-// Remove Mobs even if they are hurt
-mob_remove_damaged: yes
-
-// Delay before removing mobs from empty maps (default 5 min = 300 secs)
-mob_remove_delay: 300000
-
-// Defines on who the mob npc_event gets executed when a mob is killed.
-// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
-// Type 0: On the player that did the most damage to the mob.
-// NOTE: This affects who gains the Castle when the Emperium is broken.
-mob_npc_event_type: 1
-
-// Time in milliseconds to activate protection against Kill Steal
-// Set to 0 to disable it.
-// If this is activated and a player is using @noks, damage from others players (KS) not in the party
-// will be reduced to 0.
-ksprotection: 0
-
-// Should MVP slaves retain their target when summoned back to their master?
-mob_slave_keep_target: yes
-
-// Whether or not to spawn the mvp tomb.
-// See http://irowiki.org/wiki/MVP#Gravestone
-mvp_tomb_enabled: yes
-
-// Show hp bar on monsters? (Default: yes)
-// NOTE: only works on client 2012-04-04aRagexeRE onwards
-show_monster_hp_bar: yes
-
-// Whether or not the size of specially summoned mobs influences experience, drop rates,
-// and stats. The rates will be doubled for large mobs, and halved for small ones.
-// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)
-// Default: no
-mob_size_influence: no
-
-// How should a monster be trapped by an icewall casted directly on it?
-// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of
-// them they will continously try to chase it but fail doing so. This brings them into a loop during which they will use
-// idle and chase skills. Boss monsters on the other hand will behave like a trapped monster, do not move and will use
-// idle and rudeattacked skills (when attacked).
-// 0: Monster won't be stuck in icewall at all.
-// 1: Monster will behave like a trapped monster.
-// 2-255: Number of loops a monster will go through the behavior described above before it frees itself from icewall.
-// NOTE: On some servers, normal monsters can free themselves after 15-35 second depending on their speed. On other
-// servers, they will be stuck inside icewall until it expires. Also, many official servers (e.g. iRO) have casting
-// icewall completely blocked on all maps that have boss monsters on them.
-// Default (least exploitable): mob - 75, boss - 0
-// Default (most official): mob - 220, boss - 1
-mob_icewall_walk_block: 220
-boss_icewall_walk_block: 1
diff --git a/conf/battle/party.conf b/conf/battle/party.conf
deleted file mode 100644
index 72a22b94a..000000000
--- a/conf/battle/party.conf
+++ /dev/null
@@ -1,53 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// Note 2: Value is in percents (100 means 100%)
-//--------------------------------------------------------------
-
-// If someone steals (gank/steal skills), show name in party? (Note 1)
-show_steal_in_same_party: no
-
-// Interval before updating the party-member map mini-dots (milliseconds)
-party_update_interval: 1000
-
-// Method used to update party-mate hp-bars:
-// 0: Aegis - bar is updated every time HP changes (bandwidth intensive)
-// 1: Athena - bar is updated with the party map dots (up to 1 second delay)
-party_hp_mode: 0
-
-// When 'Party Share' item sharing is enabled in a party,
-// announce in the party which party-member received the item and what's he received? (Note 1)
-show_party_share_picker: yes
-
-// What types of items are going to be announced when 'show_party_share_picker' is active?
-// 1: IT_HEALING, 2: IT_UNKNOWN, 4: IT_USABLE, 8: IT_ETC,
-// 16: IT_WEAPON, 32: IT_ARMOR, 64: IT_CARD, 128: IT_PETEGG,
-// 256: IT_PETARMOR, 512: IT_UNKNOWN2, 1024: IT_AMMO, 2048: IT_DELAYCONSUME
-// 262144: IT_CASH
-show_picker.item_type: 112
-
-// Method of distribution when item party share is enabled in a party:
-// 0: Normal (item goes to a random party member)
-// 1: Item Share is disabled for non-mob drops (player/pet drops)
-// 2: Round Robin (items are distributed evenly and in order among members)
-// 3: 1+2
-party_item_share_type: 0
-
-// Is exp/item sharing disabled for idle members in the party?
-// Set to no, or the amount of seconds (NOT milliseconds) that need to pass before considering
-// a character idle.
-// Characters in a chat/vending are always considered idle.
-// A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement.
-idle_no_share: no
-
-// Give additional experience bonus per party-member involved on even-share parties (excluding yourself)?
-// ex. If set to 10, an even-share party of 5 people will receive +40% exp (4 members * 10% exp):
-// 140% party experience in total, so each member receives 140%/5 = 28% exp (instead of 20%).
-party_even_share_bonus: 0
-
-// Display party name regardless if player is in a guild.
-// Official servers do not display party name unless the user is in a guild. (Note 1)
-display_party_name: no
diff --git a/conf/battle/pet.conf b/conf/battle/pet.conf
deleted file mode 100644
index 594184b35..000000000
--- a/conf/battle/pet.conf
+++ /dev/null
@@ -1,77 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// Rate for catching pets (Note 2)
-pet_catch_rate: 100
-
-// Can you name a pet more then once? (Note 1)
-pet_rename: no
-
-// The rate a pet will get friendly by feeding it. (Note 2)
-pet_friendly_rate: 100
-
-// The rate at which a pet will become hungry. (Note 2)
-pet_hungry_delay_rate: 100
-
-// 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
-
-// Does the pet need its equipment before it does its skill? (Note 1)
-pet_equip_required: yes
-
-// When the master attacks a monster, whether or not the pet will also attack. (Note 1)
-pet_attack_support: no
-
-// When the master receives damage from the monster, whether or not the pet attacks back. (Note 1)
-pet_damage_support: no
-
-// Minimum intimacy necessary for a pet to support their master. Default is 900
-// (intimacy goes from 0 to 1000). At this minimum, support rate is 50% of pet's normal value.
-// At max (1000) support rate is 150%.
-pet_support_min_friendly: 900
-
-// Same as above, but this is to use the pet_script field with official pet abilities.
-pet_equip_min_friendly: 900
-
-// Whether or not the pet's will use skills. (Note 1)
-// Note: Offensive pet skills need at least pet_attack_support or
-// pet_damage_support to work (they trigger while the pet is attacking).
-pet_status_support: no
-
-// Rate at which a pet will support it's owner in battle. (Note 2)
-// Affects pet_attack_support & pet_damage_support.
-pet_support_rate: 100
-
-// Does the pets owner receive exp from the pets damage?
-pet_attack_exp_to_master: no
-
-// The rate exp. is gained from the pet attacking monsters
-pet_attack_exp_rate: 100
-
-// Pet leveling system. Use 0 to disable (default).
-// When enabled, a pet's level is a fixed % of the master's. (Note 2)
-// If 200%, pet has double level, if 50% pet has half your level, etc.
-pet_lv_rate: 0
-
-// When pet leveling is enabled, what is the max stats for pets?
-pet_max_stats: 99
-
-// When pet leveling is enabled, these are the imposed caps on
-// min/max damage. Note that these only cap atk1 and atk2, if you
-// enable pet_str, their max damage is then their base_atk + pet_max_atk2
-pet_max_atk1: 500
-pet_max_atk2: 1000
-
-// Are pets disabled during Guild Wars?
-// If set to yes, pets are automatically returned to egg when entering castles during WoE times
-// and hatching is forbidden within as well.
-pet_disable_in_gvg: no
diff --git a/conf/battle/player.conf b/conf/battle/player.conf
deleted file mode 100644
index 9168a6320..000000000
--- a/conf/battle/player.conf
+++ /dev/null
@@ -1,191 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// Note 2: Value is in percents (100 means 100%)
-// Note 3: Value is a bit field.
-//--------------------------------------------------------------
-
-// Players' maximum HP rate? (Default is 100)
-hp_rate: 100
-
-// Players' maximum SP rate? (Default is 100)
-sp_rate: 100
-
-// Whether or not cards and attributes of the left hand are applied to the right hand attack (Note 1)
-// (It is 'yes' on official servers)
-left_cardfix_to_right: yes
-
-// 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
-
-// Can a normal player by-pass the skill tree? (Note 1)
-player_skillfree: no
-
-// When set to yes, forces skill points gained from 1st class to be put into 1st class
-// skills, and forces novice skill points to be put into the basic skill. (Note 1)
-player_skillup_limit: yes
-
-// 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!
-// NOTE: If you have quest_skill_learn set to yes, quest skills are always reset.
-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 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.
-// When moving, attacking or doing similar actions, the effect ends instantly.
-// Value is also affected by 'invincible_time_inc' mapflag
-player_invincible_time: 5000
-
-// When set to true, it prevent portal abuse for avoid hits. Official value is false.
-fix_warp_hit_delay_abuse: false
-
-// 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
-
-// Maximum atk speed. (Default 190, Highest allowed 199)
-max_aspd: 190
-
-// Same as max_aspd, but for 3rd classes. (Default 193, Highest allowed 199)
-max_third_aspd: 193
-
-// Maximum walk speed rate (200 would be capped to twice the normal speed)
-max_walk_speed: 300
-
-// Maximum HP. (Default is 1000000)
-max_hp: 1000000
-
-// Maximum SP. (Default is 1000000)
-max_sp: 1000000
-
-// Max limit of char stats. (agi, str, etc.)
-max_parameter: 99
-
-// Same as max_parameter, but for 3rd classes.
-max_third_parameter: 130
-
-// Same as max_parameter, but for extend classes (Ex. Super Novice, Kagero/Oboro, Rebellion).
-max_extended_parameter: 125
-
-// Same as max_parameter, but for baby classes.
-max_baby_parameter: 80
-
-// Same as max_parameter, but for baby 3rd's.
-max_baby_third_parameter: 117
-
-// Max armor def/mdef
-// NOTE: This setting have no effect if server is run on Renewal Mode (RENEWAL)
-// NOTE: does not affects skills and status effects like Mental Strength
-// If weapon_defense_type is non-zero, it won't apply to max def.
-// If magic_defense_type is non-zero, it won't apply to max mdef.
-max_def: 99
-
-// Def to Def2 conversion bonus. If the armor def/mdef exceeds max_def,
-// the remaining is converted to vit def/int mdef using this multiplier
-// (eg: if set to 10, every armor point above the max becomes 10 vit defense points)
-over_def_bonus: 0
-
-// Max weight carts can hold.
-max_cart_weight: 8000
-
-// Prevent logout of players after being hit for how long (in ms, 0 disables)?
-prevent_logout: 10000
-
-// Display the drained hp/sp values from normal attacks? (Ie: Hunter Fly card)
-show_hp_sp_drain: no
-
-// Display the gained hp/sp values from killing mobs? (Ie: Sky Deleter Card)
-show_hp_sp_gain: yes
-
-// Show the critical bonus for katar class weapon in player status window?
-// On official server, the critical bonus from katar class weapon isn't display. (Default: no)
-show_katar_crit_bonus: no
-
-// If set, when A accepts B as a friend, B will also be added to A's friend
-// list, otherwise, only A appears in B's friend list.
-// NOTE: this setting only enables friend auto-adding; auto-deletion does not work yet
-friend_auto_add: yes
-
-// Are simultaneous trade/party/guild invite requests automatically rejected?
-invite_request_check: yes
-
-// Players' will drop a 'Skull' when killed?
-// 0 = Disabled
-// 1 = Dropped only in PvP maps
-// 2 = Dropped in all situations
-bone_drop: 0
-
-// Do mounted (on Peco) characters increase their size
-// 0 = no
-// 1 = only Normal Classes on Peco have Big Size
-// 2 = only Baby Classes on Peco have Medium Size
-// 3 = both Normal Classes on Peco have Big Size
-// and Baby Classes on Peco have Medium Size
-character_size: 0
-
-// Idle characters can receive autoloot?
-// Set to the time in seconds where an idle character will stop receiving
-// items from Autoloot (0: disabled).
-idle_no_autoloot: 0
-
-// Minimum distance a vending/chat room must be from a NPC in order to be placed
-// Default: 3 (0: disabled).
-min_npc_vendchat_distance: 3
-
-// If min_npc_vendchat_distance is enabled,
-// can players vend/chat room nearby hidden npc? (Ie: FAKE_NPC/HIDDEN_WARP_NPC)
-vendchat_near_hiddennpc: no
-
-// Super Novice's fury is enabled to increments of 10%, such as at 10.0%, 20.0% - 80.0%, 90.0%
-// Changing snovice_call_type config to 1 enables its use at 0%, for maxed super novices.
-// default: 0
-snovice_call_type: 0
-
-// How the server should measure the character's idle time? (Note 3)
-// 0x001 - Walk Request
-// 0x002 - UseSkillToID Request ( targetted skill use attempt )
-// 0x004 - UseSkillToPos Request ( aoe skill use attempt )
-// 0x008 - UseItem Request ( including equip/unequip )
-// 0x010 - Attack Request
-// 0x020 - Chat Request ( whisper, party, guild, bg, etca )
-// 0x040 - Sit/Standup Request
-// 0x080 - Emotion Request
-// 0x100 - DropItem Request
-// 0x200 - @/#Command Request
-// Please note that at least 1 option has to be enabled.
-// Be mindful that the more options used, the easier it becomes to cheat features that rely on idletime (e.g. checkidle()).
-// Default: walk ( 0x1 ) + useskilltoid ( 0x2 ) + useskilltopos ( 0x4 ) + useitem ( 0x8 ) + attack ( 0x10 ) = 0x1F
-idletime_criteria: 0x1F
-
-// Can players get ATK/DEF from refinements on costume/shadow equips?
-// Default: yes (Official behavior not known)
-costume_refine_def: yes
-shadow_refine_def: yes
-shadow_refine_atk: yes
-
-// Keep player facing direction after warping?
-// Default: no (on official servers players always faces north)
-player_warp_keep_direction: yes
diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf
deleted file mode 100644
index 7622968f8..000000000
--- a/conf/battle/skill.conf
+++ /dev/null
@@ -1,303 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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: no
-delay_dependon_agi: no
-
-// 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: yes
-
-// 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: no
-
-// 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 yes, meteors, storm gust and any other ground skills will have
-// no effect while the caster is unable to fight (eg: stunned).
-skill_caster_check: yes
-
-// 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 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 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: yes 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: yes
-
-// 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: no
-
-// 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 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 : 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: yes
-
-// 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: no
-
-// 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: no
-
-// Allow use of SG skills without proper day (Sun/Moon/Star) ?
-allow_skill_without_day: no
-
-// Allow use of ES-type magic on players?
-allow_es_magic_player: no
-
-// 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
-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: yes
-
-// 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: no
-
-// Dancing Weapon Switch
-// On official server, a fix is in place that prevents the switching of weapons to cancel songs.
-// Default: yes
-dancing_weaponswitch_fix: yes
-
-// 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
-
-// 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: yes
diff --git a/conf/battle/status.conf b/conf/battle/status.conf
deleted file mode 100644
index 172706817..000000000
--- a/conf/battle/status.conf
+++ /dev/null
@@ -1,24 +0,0 @@
-//--------------------------------------------------------------
-// Hercules Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-// Note 1: Value is a config switch (on/off, yes/no or 1/0)
-// 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)
-//--------------------------------------------------------------
-
-// Should skill casting be canceled when inflicted by curse/stun/sleep/etc (includes silence) (Note 3)?
-status_cast_cancel: 0
-
-// Adjustment for the natural rate of resistance from status changes.
-// If 50, status defense is halved, and you need twice as much stats to block
-// them (eg: 200 vit to completely block stun)
-pc_status_def_rate: 100
-mob_status_def_rate: 100
-
-// Maximum resistance to status changes. (100 = 100%)
-// NOTE: Cards and equipment can go over this limit, so it only applies to natural resist.
-pc_max_status_def: 100
-mob_max_status_def: 100