//-------------------------------------------------------------- // Hercules Battle Configuration File // Originally Translated by Peter Kieser // 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