// eAthena Battle Configuration File // When calculating critical, should we take in to account the enimies luck? (Note 1) enemy_critical: yes // Enemy's Critical Rate (Note 2) enemy_critical_rate: 100 // Are enemy attacks effected by their strength? (Note 1) enemy_str: yes // Can enemies have perfect flee? (Note 1) enemy_perfect_flee: no // 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 // Is the delay time is dependent on the caster's DEX? (Note 1) delay_dependon_dex: yes // At what dex does the cast time become zero (instacast) castrate_dex_scale: 150 // Is 'Skills add a delay before you can attack' enabled? (Note 1) skill_delay_attack_enable: no // Increase Monsters attack range monster_skill_add_range: 0 // If a player is attacked, will they have a delay in being able to move? (Note 1) // (Setting to no will be like always endure) player_damage_delay: no // The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity) atcommand_spawn_quantity_limit: 100 // If an item is droped, does it go stright into the users inventory? (Note 1) item_auto_get: no // How far away does drop protection apply? drop_pickup_safety_zone: 20 // How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds) flooritem_lifetime: 120000 // How long before the first person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 15000 // How long before the second person who did the second most damage to a monster can get the item? (in milliseconds) // (It Adds Time From The First Persons Time) // So, It Is Like First Person's Time + Second Person's Time = Time Before Second Person Can Get The Items item_second_get_time: 10000 // How long before the third person who did the third most/least damage to a monster can get the item? (in milliseconds) // (It Adds Time From The First Persons Time And Second Persons Time) // So, It Is Like First Person's Time + Second Person's Time + Third Person's Time = Time Before Third Person Can Get The Items item_third_get_time: 5000 // 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 // 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: 0 // 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 // 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 // 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 // (@) GM Commands available only to GM's? (Note 1) // set to 'No', Normal players (gm level 0) can use GM commands _IF_ you set the command level to 0. // set to 'Yes', Normal players (gm level 0) can never use a GM command even if you set the command level to 0. atcommand_gm_only: no // gm log delay (milliseconds) (default: 60 minutes) // delays writing to the gm log for X milliseconds after using a command gm_log_delay: 3600000 // [GM] Can equip anything? (0 to disable, or minimum GM level, can cause client errors.) gm_all_equipment: 0 // Should GMs be given a hashed IP instead of the real one? mask_ip_gms: 1 // Allow monsters to be aggresive and attack first? (Note 1) monster_active_enable: yes // Enable monster skills? (Note 1) mob_skill_use: yes // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2) mob_count_rate: 100 // You must have basic skills to be able to sit, trade, form a party or create a chatroom? (Note 1) basic_skill_check: no // 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. // If you attack a monster, it will attack you back regardless of this setting. (I think) player_invincible_time: 5000 // PvP delay for spammers player_pvp_time: 5000 // Will there be a minimum skill dmg even if there is a miss? skill_min_damage: no // 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 // The maximum weight for a character to carry when the character stops healing naturally. (in %) natural_heal_weight_rate: 50 // Multiplier for healing from items. itemheal_regeneration_factor: 1 // Are arrows are consumed when used on a bow? (Note 1) arrow_decrement: yes // Maximum atk speed. (Default is 190) max_aspd: 190 // Maximum HP. (Default is 32500) max_hp: 32500 // Maximum SP. (Default is 32500) max_sp: 32500 // Maximum user LV to send to client // (Default is 99.. Never go above 127) // // this is only useful if you have adjusted your client // to expect levels higher then 99 max_lv: 99 // Max limit of char stats. (agi, str, etc.) max_parameter: 99 // Save Clothes color. (This will degrade performance [in txt?]) (Note 1) save_clothcolor: yes // Undead type differeniate. // 0 = element undead // 1 = race undead // 2 = both undead_detect_type: 2 // Type of penalty that is applied to FLEE when more than agi_penaly_count monsters are targetting player // 0 = no penalty is applied // 1 = agi_penaly_num is reduced from FLEE as a % // 2 = agi_penaly_num is reduced from FLEE as an exact amount agi_penaly_type: 1 // Amount of enemies required to be targetting player before FLEE begins to be penalized agi_penaly_count: 3 // Amount of FLEE penalized per each attacking monster more than agi_penaly_count agi_penaly_num: 10 // Type of penalty that is applied to VIT defense when more than vit_penaly_count monsters are targetting player // 0 = no penalty is applied // 1 = vit_penaly_num is reduced from FLEE as a % // 2 = vit_penaly_num is reduced from FLEE as an exact amount vit_penaly_type: 1 // Amount of enemies required to be targetting player before VIT defense begins to be penalized vit_penaly_count: 3 // Amount of VIT defense penalized per each attacking monster more than vit_penaly_count vit_penaly_num: 5 // When a defensive skill is used, is the mob's target temporarily // set to the attacking player first, and restored afterwards? mob_changetarget_byskill: no // Player's Direction Changed When Attacking? (Note 1) player_attack_direction_change: yes // Monsters's Direction Changed When Attacking? (Note 1) monster_attack_direction_change: yes // Stop logout for 10 seconds after a hit? (Note 1) prevent_logout: yes // If skill fails by delay, should it display or not. (Note 1) display_delay_skill_fail: yes // How to count the number of the enemies who do an agi penalty... // 1 or less: It is a count altogether. // 2: Full evasion exclusion // 3: Full evasion and evasion exclusion // 4 or more: Except all. agi_penaly_count_lv: 2 // How to count the number of the enemies who do a vit penalty // 1 or less: It is a count altogether. // 2: Full evasion exclusion // 3: Full evasion and evasion exclusion // Four or more: Except all. vit_penaly_count_lv: 3 // Is the character of a GM account set as the object of a display by @ command etc. or not? hide_GM_session: no // Are other requests accepted during [various things[party,guild]] a request or not? // It does not accept by no accepted by yes. invite_request_check: yes // Will display experience gained from killing a monster. (Note 1) disp_experience: no // Whether or not Marine Spheres and Floras summoned by Alchemist will drop items and give experience? (Note 1) alchemist_summon_reward: no // Maximum level (default 255). Requires that you have an experience table that supports more than 99 levels to go // any higher. It is left at 255 for default as to not cause problems for people who already have players at higher levels. // @lvup command will not go higher than this value, and therefor will not loop back around 0. maximum_level: 255 // Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates, based on a percentage. // Example 1: Setting of 10 with 50 luk would add 5 to the drop rate. So say a card has a drop rate of 2, it would become 7. // Example 2 : Setting 100 with 99 luk would add 99 to the drop rate. drops_by_luk: 0 // Do all monsters ignore GMs unless attacked? (Note 1) monsters_ignore_gm: no // 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. pk_mode: no // Turn this on to allow a player to level up more than once from a kill. (Note 1) multi_level_up: yes // Set here minimum level of a (online) GM that can receive all informations about any player that try to hack, spoof a name, etc. // Values are from 0 to 100. // 100: disable information // 0: send to any people, including normal players // default: 60, according to GM definition in atcommand_athena.conf hack_info_GM_level: 60 // Set here the minimum GM level to disable the nowarp (from) and nowarpto (to) flags. // This option is mainly used in AT_commands (@memo, @warp, @charwarp, @go, etc...). All GM commands used to move or set a new map check nowarp and nowarpto flags. // default: 20 (first level after normal player or super'normal' player) any_warp_GM_min_level: 20 // valid range of dye's and styles on the client // Note: this is also hard-coded in the char-server min_hair_style: 0 max_hair_style: 20 min_hair_color: 0 max_hair_color: 255 // Visible area size (how many squares away from a player can they see) area_size: 14 // chat system: // More than flood lines in threshold seconds gets a ban // More than warn lines in threshold seconds gets a warning chat_spam_flood: 10 chat_spam_warn: 8 chat_spam_threshold: 10 // How much to increment the line count if the content is lame. // Lameness is defined as mostly caps, punctuation, or a repeat of the last line. // Set to 1 or 2 depending on how much you hate hearing "ITEN PLZ!" 3 times in a row.. chat_lame_penalty: 2 // how many hours to auto ban spammer, 0 to disable [0-32767]. Default 6. chat_spam_ban: 1 // Maximum line lengt, if a message is above chat_maxline, its dropped [1-512]. Default 255. chat_maxline: 512 // Packet flood protection // If more than packet_spam_flood over-limits packets are recieved in // packet_spam_threshold seconds, we will kick the user if packet_spam_kick // is not set to 0. Limits on individual packets are defined in src/map/clif.c packet_spam_flood: 30 packet_spam_threshold: 2 packet_spam_kick: 1 // -1: classic // 0: all PCs on same tile // 1 or more: all PCs within radius, if also within range mob_splash_radius: -1 // local settings for this server in this file import: conf/battle_local.conf