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authorJared Adams <jaxad0127@gmail.com>2008-11-02 22:45:17 +0000
committerJared Adams <jaxad0127@gmail.com>2008-11-02 22:45:17 +0000
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+
+//--------------------------------------------------------------
+//eAthena Battle Configuration File
+// Made in to plainer english by Ancyker
+//--------------------------------------------------------------
+//Note 1: Directives can be set using on/off, yes/no or 1/0.
+//Note 2: All rates are in percents, 100 would mean 100%, 200
+// would mean 200%, etc
+// Other Information:
+// 1000 miliseconds is 1 second.
+//--------------------------------------------------------------
+
+// Do you want to debug warp points? If set to yes, warp points will appear as flags.(Note 1)
+warp_point_debug: no
+
+// 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
+
+// Whether or not cards and attributes in the left hand are enabled (Note 1)
+left_cardfix_to_right: yes
+
+// Increase player's attack range (in cells)
+player_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
+
+// 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
+
+// Damaged delay rate (Note 2)
+player_damage_delay_rate: 100
+
+// Is a player's defense NOT dependant on an enemies attack? (Note 1)
+defunit_not_enemy: yes
+
+// Are summoned monsters level greater then your base level? (I think this is for dead branches) (Note 1)
+random_monster_checklv: yes
+
+// The maximum quantity of monsters that can be summoned per GM command (0 denotes an unlimited quantity)
+atcommand_spawn_quantity_limit: 100
+
+// Does HP recover if hit by an attribute that's same as your own? (Note 1)
+attribute_recover: yes
+
+// If an item is droped, does it go stright 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 miliseconds)
+flooritem_lifetime: 60000
+
+// How long before the first person who did the most damage to a monster can get the item? (in milliseconds)
+item_first_get_time: 3000
+
+// 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: 1000
+
+// 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: 1000
+
+// How long before the first person who did the most damage to a MVP can get the item? (in milliseconds)
+mvp_item_first_get_time: 10000
+
+// How long before the second person who did the second most damage to a MVP 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
+mvp_item_second_get_time: 10000
+
+// How long before the third person who did the third most/least damage to a MVP can get the item
+//(Note the Amount is in Milliseconds and 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
+mvp_item_third_get_time: 2000
+
+// Item drop rates (Note 2)
+
+// The rate the common items are droped (Items that are in the ETC tab, besides card)
+item_rate_common: 100
+item_drop_common_min: 1
+item_drop_common_max: 10000
+
+// The rate healing items are droped (items that restore HP or SP)
+item_rate_heal: 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 droped.
+item_rate_use: 100
+item_drop_use_min: 1
+item_drop_use_max: 10000
+
+// The rate at which equipment is droped.
+item_rate_equip: 100
+item_drop_equip_min: 1
+item_drop_equip_max: 10000
+
+// The rate at which cards are droped
+item_rate_card: 100
+item_drop_card_min: 1
+item_drop_card_max: 10000
+
+item_drop_mvp_min: 1
+item_drop_mvp_max: 10000
+
+// Can the monster's drop rate become 0? (Note 1)
+drop_rate0item: no
+
+// 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
+
+// PVP exp. Do players get exp during pvp
+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, how much zeny should we penalize them with?
+zeny_penalty: 0
+
+// 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
+
+// [MVP] Summoned monsters HP rate, that is, monsters summoned by an MVP will have this much HP. (Note 2)
+mvp_hp_rate: 100
+
+// [MVP] Item drop rate, that is, the overall drop rate for items droped by an MVP. (Note 2)
+mvp_item_rate: 100
+
+// [MVP] Exp. rate. (Note 2)
+mvp_exp_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
+
+// (@) 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] Can use all skills? (No or mimimum GM level)
+gm_all_skill: no
+
+// [GM] Can use all abracadabra skills? (No minimum GM level)
+gm_all_skill_add_abra: no
+
+// [GM] Can equip anything? (No or minimum GM level, can cause client errors.)
+gm_all_equipment: no
+
+// [GM] Raise skills unconditionally, that is, put points in to a skill not in thier jobs skill tree? (no or minimum gm level)
+gm_skill_unconditional: no
+
+// Can a normal player by-pass the skill tree? (Note 1)
+player_skillfree: no
+
+// When doing a skill reset, whether the skill's restriction is to be ignored or not. (Note 1)
+player_skillup_limit: yes
+
+// Forging success rate. (Note 2)
+weapon_produce_rate: 100
+
+// Prepare Potion succsss rate. (Note 2)
+potion_produce_rate: 100
+
+// Allow monsters to be aggresive and attack first? (Note 1)
+monster_active_enable: yes
+
+// Monster damage delay rate (Note 1)
+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
+
+// 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
+
+// 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!
+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 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
+
+// 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 regaurdless of this setting. (I think)
+player_invincible_time: 5000
+
+// [PET] Rate for catching pets (Note 2)
+pet_catch_rate: 100
+
+// [PET] Can you name a pet more then once? (Note 1)
+pet_rename: no
+
+// [PET] The rate a pet will get friendly by feeding it. (Note 2)
+pet_friendly_rate: 100
+
+// [PET] The rate at which a pet will become hungry. (Note 2)
+pet_hungry_delay_rate: 100
+
+// [PET] 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
+
+// [PET] Does Pet's Attack Damage Based On Str (Note 1)
+pet_str: yes
+
+// [PET] Whether or not the pet's will use skills. (Note 1)
+pet_status_support: yes
+
+// [PET] Does the pet need its equipment before it does its skill? (Note 1)
+pet_equip_required: yes
+
+// [PET] Will all pets attack? (Note 1)
+// Do NOT use this with pet skills!
+pet_attack_support: no
+
+// [PET] When the master receives damage from the monster, whether or not the pet attacks back.
+pet_damage_support: no
+
+// [PET] Rate at which a pet will support it's owner in battle. (Note 2)
+pet_support_rate: 100
+
+// [PET] Does the pets owner receive exp from the pets damage?
+pet_attack_exp_to_master: no
+
+// [PET] The rate exp. is gained from the pet attacking monsters
+pet_attack_exp_rate: 100
+
+// Will there be a minimum skill dmg even if there is a miss?
+skill_min_damage: no
+
+// Which finger offensive style can be used?
+// 0 = Aegis style
+// 1 = Athena style
+finger_offensive_type: 0
+
+// 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 (100 is normal, 200 is double.)
+// The way it is calculated is (money recieved * skill lv) * shop_exp / 100.
+shop_exp: 0
+
+// The delay rate of monk's combo (Note 2)
+combo_delay_rate: 100
+
+// Item check? (Note 1)
+// When logged in or moving in map if the item the player is holding isn't correct there will be a check.
+item_check: no
+
+// Will tuxedo and wedding dresses be shown when worn? (Note 1)
+wedding_modifydisplay: yes
+
+// 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
+
+// Override item names from GRF file? (Note 1)
+item_name_override_grffile: yes
+
+// 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
+
+// Max weight carts can hold.
+max_cart_weight: 8000
+
+// Display player skill errors in console? (for debug only) (default: off) (Note 1)
+player_skill_log: off
+
+// Display monster skill errors in console? (for debug only) (default: off) (Note 1)
+monster_skill_log: off
+
+// Display battle log? (for debug only) (default: off) (Note 1)
+battle_log: off
+
+// Display save log? (for debug only) (default: off) (Note 1)
+save_log: off
+
+// Display errors? (for debug only) (default: off) (Note 1)
+error_log: off
+
+// Display other stuff? (for debug only) (default: off) (Note 1)
+etc_log: off
+
+// 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
+
+// Operational mode of automatic counter.
+// 0 = disregard DEF and HIT+20 . CRI*2, 1 = 100% critical
+// Players
+player_auto_counter_type: 0
+// Monsters
+monster_auto_counter_type: 0
+
+// 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 the player attacks an object, the calculation method of DEF.
+// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
+player_defense_type: 0
+
+// When the monster attacks an object, the calculation method of DEF.
+// With 0 this will be ignored, at 1 or more def = subtraction of (DEF* value).
+monster_defense_type: 0
+
+// When the pet attacks an object, the calculation method of DEF.
+// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
+pet_defense_type: 0
+
+//MDEFTame as above....(MDEF*value)
+magic_defense_type: 0
+
+// Whether or not, ground skills of the players' will stack. (Note 1)
+player_skill_reiteration: no
+
+//Whether or not, ground skills of the monsters' will pile up. (Note 1)
+monster_skill_reiteration: no
+
+//Whether or not ground based skills of a certain type such as traps can be cast straight onto other players. (Note 1)
+player_skill_nofootset: yes
+
+//Whether or not ground based skills of a certain type such as traps can be cast straight onto monsters. (Note 1)
+monster_skill_nofootset: yes
+
+// When a player is cloaking, Whether the wall is checked or not. (Note 1)
+// Note: Gravity announced that they were changing cloaking so it would
+// not need a wall, but this was never implemented. I set to no, for fun.
+player_cloak_check_type: no
+
+// When a monster is cloaking, Whether the wall is checked or not. (Note 1)
+monster_cloak_check_type: no
+
+// Melee damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_short_attack_damage_rate: 100
+
+// Ranged damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_long_attack_damage_rate: 100
+
+// Magic damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_magic_attack_damage_rate: 100
+
+// Misc damage adjustments for WoE battles (Guild Vs Guild) (Note 2)
+gvg_misc_attack_damage_rate: 100
+
+// When the empelium is broken with WoE mode on, How Long Before The Declaration Of Castle Owner
+// and Removal of Monsters/Players from Castle. (in milliseconds)
+gvg_eliminate_time: 7000
+
+// Whether or not skill is used vis-a-vis the user at the time of MOB skill motion of condition skillused. (Note 1)
+// Not sure what this means, something about monsters changing target?
+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
+
+// If the player has Undead Elemental Equipment, should they be frozen or not. (Note 1)
+player_undead_nofreeze: no
+
+// Will Player Skills Stay Within Land Limit or not? (Note 1)
+player_land_skill_limit: yes
+
+// Will Monster Skills Stay Within Land Limit or not? (Note 1)
+monster_land_skill_limit: yes
+
+// If a party uses a skill with penalties do they apply? (Note 1)
+party_skill_penaly: yes
+
+// If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
+monster_class_change_full_recover: no
+
+// Do produced items have the maker's name on them? (Note 1)
+produce_item_name_input: yes
+
+// Do produced potions have the maker's name on them? (Note 1)
+produce_potion_name_input: yes
+
+// Do crafted arrows have the maker's name on them? (Note 1)
+making_arrow_name_input: yes
+
+// Does created holy water have the maker's name on it? (Note 1)
+holywater_name_input: 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
+
+// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
+chat_warpportal: no
+
+// Can a monster be warped by a warp portal? (Note 1)
+mob_warpportal: no
+
+// Is a monster summoned via dead branch aggresive? (Note 1)
+dead_branch_active: yes
+
+// The highest value at which an item can be sold via the merchant vend skill. (in zeny)
+vending_max_value: 10000000
+
+// If someone loots, show name in party? (Note 1)
+show_steal_in_same_party: no
+
+// Allow upper class (Advanced 2nd Class)? (Note 1)
+// Just leave this at yes
+enable_upper_class: yes
+
+// Is a usual attack of a pet delivered withOUT an attribute? (Note 1)
+pet_attack_attr_none: no
+
+// Is a usual attack of a player delivered withOUT an attribute? (Note 1)
+pc_attack_attr_none: no
+
+// Is a usual attack of a monster delivered withOUT an attribute? (Note 1)
+mob_attack_attr_none: no
+
+// mob attacks againsts players wearing ghostring armor do full damage
+mob_ghostring_fix: no
+
+// Does the Golden Thief Bug card only work during pvp?
+// no or 0 - gtb works all the time
+// 1 - 100 - percentage of magic damage reduced only during pvp (or gvg)
+gtb_pvp_only: no
+
+// 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
+
+// Grandcross Settings (Dont mess with these)
+// Even if MOB (PC) has overlapped, it HIT(s) compulsion 3. (Default no)
+gx_allhit: no
+// The effect of the arms card of a damage %UP system is set also to GX at -L effect. (default no)
+gx_cardfix: no
+// The attribute affinity of GX is calculated doubly. (Default yes)
+gx_dupele: yes
+// Grandcross display type (Default 1)
+// 0: Yellow character
+// 1: White character
+gx_disptype: 1
+
+// If no than you can use the ensemble skills alone. (Note 1)
+player_skill_partner_check: yes
+
+// Is the character of a GM account set as the object of a display by @ command etc. or not?
+hide_GM_session: no
+
+// ユニット移動処-摯-@。0で-{鯖仕-l(回線負荷→重、鯖処-掾ィ軽)、1でAthena仕-l(回線負荷→軽、鯖処-掾ィ重)
+// translation (babelfish):
+// Unit portable place - ? @.
+// With 0 - {mackerel SI -l (circuit load -> heavily, the mackerel place - the ? ? lightly),
+// With 1 - Athena SI -l (circuit load -> lightly, the mackerel place - the ? ? it is heavy)
+unit_movement_type: 0
+
+// 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
+
+// リムーブトラップの仕-l 0:-{鯖仕-l、罠1個 1:Athena仕-l、使ったアイテムを使った個数
+// translation (babelfish):
+// SI of ???????? -l
+// 0: - {Mackerel SI -l, trap 1
+// 1:Athena SI -l, the quantity which used the item which was used
+skill_removetrap_type: 0
+
+// 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
+
+// Turn equipment breaking on. (Note 1)
+// Turning this one will allow equipment to break in battles,
+// as well as some skills that have chance to break equipmen.
+equipment_breaking: no
+
+// Overall rate of which equipment can break. (Note 2) [100 = .01% chance to break equipment before penalties.]
+// Critical attacks will double chance to break equipment, and other skills (such as Power Thrust) will increase weapon breaking chance as well.
+// This does not effect Sage weapon enchantment failure chance.
+equipment_break_rate: 100
+
+// 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: no
+
+// Does using bow to do a backstab give a 50% damage penalty? (Note 1)
+backstab_bow_penalty: yes
+
+// Choose if server begin with night (yes) or day (no)
+night_at_start: no
+
+// Define duration in msec of the day (default: 7,200,000 = 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: 1,800,000 = 30 min)
+// Set to 0 to disable night cycle (but not @night GM command).
+// Except 0, minimum is 60000 (1 minute).
+night_duration: 0
+
+// Will display a mob's hp/maxhp when the mouse cursor is over them. (Note 1)
+// Will not display guardian or emperium hp.
+//
+// Still under testing (works but doesn't update)
+show_mob_hp: no
+
+// Ban people that try to use an other name of its name (spoof name).
+// Duration of the ban, in minutes (default: 5). Value from 0 to 32767
+// to disable the ban, set 0
+ban_spoof_namer: 5
+
+// 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
+
+// Set here which client version do you accept. Add all values of clients:
+// 1: Clients before 2004-07-06 (old clients)
+// 2: 2004-07-06 kRO client
+// 4: 2004-07-13 kRO client
+// 8: 2004-07-26 kRO client
+// 16: 2004-08-09 kRO / 2004-08-16aSakray / 2004-08-17aSakray client
+// 32: 2004-09-06aSakray client
+// default value: 63 (all clients)
+packet_ver_flag: 63
+
+// Allow GMs to mute players or not?
+muting_players: no
+
+// Mail system - Only function in sql version
+mail_system: no
+
+// valid range of dye's and styles on the client
+min_hair_style: 0
+max_hair_style: 20
+min_hair_color: 0
+max_hair_color: 9
+min_cloth_color: 0
+max_cloth_color: 4
+
+// Visible area size (how many squares away from a player can they see)
+area_size: 14
+
+// chat system:
+// 2 anti spam systems works together, one is a time based system and the
+// other is a repeat based system. Both count up individually, and if one
+// surpasses the spam_threshold, players is auto-banned for spam_ban hours
+
+// how many hours to auto ban spammer, 0 to disable [0-32767]. Default 6.
+spam_ban: 1
+
+// how many ms must the message be within to hit threshold counter [1-32767]. Default 3000.
+spam_time: 3000
+
+// how many unpaused lines/repeats in a row before ban trigger [1-32767]. Default 10.
+spam_threshold: 10
+
+// Maximum line lengt, if a message is above chat_maxline, its dropped [1-512]. Default 255.
+chat_maxline: 512
+
+
+import: conf/import/battle_conf.txt
+