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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 (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