1 | // ______ __ __ |
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2 | // /\ _ \/\ \__/\ \ |
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3 | // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ |
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4 | // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ |
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5 | ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ |
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6 | //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ |
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7 | // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ |
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8 | // _ _ _ _ _ _ _ _ _ _ _ _ _ |
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9 | // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ |
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10 | //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) |
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11 | // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ |
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12 | // |
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13 | //-------------------------------------------------------------- |
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14 | // eAthena Battle Configuration File |
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15 | // Originally Translated by Peter Kieser <pfak@telus.net> |
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16 | // Made in to plainer English by Ancyker |
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17 | //-------------------------------------------------------------- |
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18 | // Note 1: Value is a config switch (on/off, yes/no or 1/0) |
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19 | // Note 2: Value is in percents (100 means 100%) |
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20 | // Note 3: Value is a bit field. If no description is given, |
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21 | // assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun) |
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22 | //-------------------------------------------------------------- |
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23 | |
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24 | // Who should have a baseatk value (makes str affect damage)? (Note 3) |
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25 | enable_baseatk: 9 |
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26 | |
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27 | // Who can have perfect flee? (Note 3) |
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28 | enable_perfect_flee: 1 |
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29 | |
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30 | // Who can have critical attacks? (Note 3) |
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31 | // (Note that there are some skills that always do critical hit regardless of this) |
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32 | enable_critical: 1 |
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33 | |
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34 | // Critical adjustment rate for non-players (Note 2) |
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35 | mob_critical_rate: 100 |
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36 | critical_rate: 100 |
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37 | |
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38 | // Should normal attacks give you a walk delay? (Note 3) |
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39 | // If no, characters can move as soon as they start an attack (attack animation |
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40 | // or walk animation may be omitted client-side, causing cropped attacks or |
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41 | // monsters that teleport to you) |
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42 | // Otherwise, the delay is equal to the 'attack animation' (amotion) |
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43 | attack_walk_delay: 15 |
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44 | |
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45 | // Move-delay adjustment after being hit. (Note 2) |
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46 | // The 'can't walk' delay after being hit is calculated as a percentage of the damage animation duration. |
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47 | // NOTE: Only affects the normal delay from a single attack, not the delay added by the multihit_delay option below. |
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48 | pc_damage_walk_delay_rate: 20 |
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49 | damage_walk_delay_rate: 100 |
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50 | |
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51 | // Move-delay adjustment for multi-hitting attacks. |
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52 | // When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be |
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53 | // unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds. |
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54 | // 80 is the setting that feels like Aegis (vs Sonic Blows) |
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55 | // 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder) |
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56 | multihit_delay: 80 |
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57 | |
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58 | // Damaged delay rate for players (Note 2) |
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59 | // (Setting to no/0 will be like always endure) |
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60 | player_damage_delay_rate: 100 |
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61 | |
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62 | // Should race or element be used to consider someone undead? |
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63 | // 0 = element undead |
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64 | // 1 = race undead |
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65 | // 2 = both (either one works) |
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66 | undead_detect_type: 0 |
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67 | |
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68 | // Does HP recover if hit by an attribute that's same as your own? (Note 1) |
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69 | attribute_recover: yes |
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70 | |
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71 | // What is the minimum and maximum hitrate of normal attacks? |
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72 | min_hitrate: 5 |
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73 | max_hitrate: 100 |
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74 | |
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75 | // Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player |
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76 | // 0 = no penalty is applied |
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77 | // 1 = agi_penalty_num is reduced from FLEE as a % |
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78 | // 2 = agi_penalty_num is reduced from FLEE as an exact amount |
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79 | agi_penalty_type: 1 |
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80 | |
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81 | // When agi penalty is enabled, to whom it should apply to? (Note 3) |
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82 | // By default, only players get the penalty. |
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83 | agi_penalty_target: 1 |
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84 | |
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85 | // Amount of enemies required to be targetting player before FLEE begins to be penalized |
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86 | agi_penalty_count: 3 |
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87 | |
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88 | // Amount of FLEE penalized per each attacking monster more than agi_penalty_count |
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89 | agi_penalty_num: 10 |
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90 | |
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91 | // Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player |
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92 | // 0 = no penalty is applied |
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93 | // 1 = vit_penalty_num is reduced from FLEE as a % |
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94 | // 2 = vit_penalty_num is reduced from FLEE as an exact amount |
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95 | vit_penalty_type: 1 |
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96 | |
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97 | // When vit penalty is enabled, to whom it should apply to? (Note 3) |
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98 | // By default, only players get the penalty. |
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99 | vit_penalty_target: 1 |
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100 | |
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101 | // Amount of enemies required to be targetting player before defense begins to be penalized |
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102 | vit_penalty_count: 3 |
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103 | |
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104 | // Amount of VIT defense penalized per each attacking monster more than vit_penalty_count |
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105 | vit_penalty_num: 5 |
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106 | |
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107 | // Use alternate method of DEF calculation for physical attacks. |
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108 | // With 0, disabled (use normal def% reduction with further def2 reduction) |
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109 | // At 1 or more defense is substraction of (DEF* value). |
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110 | // eg: 10 + 50 def becomes 0 + (10*type + 50) |
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111 | weapon_defense_type: 0 |
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112 | |
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113 | //MDEFsame as above....(MDEF*value) |
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114 | magic_defense_type: 0 |
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115 | |
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116 | // How to count the number of attackers when applying agi penalty ? (choose one) |
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117 | // 1-: Count every attack attempt (even those that were dodged/lucky-dodged) |
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118 | // 2 : Count every non-lucky-dodged attack attempt |
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119 | // 3 : Count only attacks that actually connect |
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120 | // 4+: None of the above, count will always be 0 |
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121 | agi_penalty_count_lv: 2 |
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122 | |
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123 | // How to count the number of attackers when applying vit penalty ? (choose one) |
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124 | // 1-: Count every attack attempt (even those that were dodged/lucky-dodged) |
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125 | // 2 : Count every non-lucky-dodged attack attempt |
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126 | // 3 : Count only attacks that actually connect |
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127 | // 4+: None of the above, count will always be 0 |
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128 | vit_penalty_count_lv: 3 |
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129 | |
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130 | // Change attacker's direction to face opponent on every attack? (Note 3) |
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131 | attack_direction_change: 15 |
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132 | |
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133 | // For those who is set, attacks of Neutral element will not get any elemental |
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134 | // adjustment (100% versus on all defense-elements) (Note 3) |
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135 | // NOTE: This is the setting that makes it so non-players can hit for full |
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136 | // damage against Ghost-type targets (eg: Ghostring wearing players). |
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137 | attack_attr_none: 14 |
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138 | |
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139 | // Rate at which equipment can break (base rate before it's modified by any skills) |
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140 | // 1 = 0.01% chance. Default for official servers: 0 |
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141 | equip_natural_break_rate: 0 |
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142 | |
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143 | // Overall rate of which your own equipment can break. (Note 2) |
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144 | // This rate affects penalty breaking rate of skills such as power-thrust and your natural breaking rate |
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145 | // (from equip_natural_break_rate). If a Sage's endow skill fails and this is above 0, the selected char's |
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146 | // weapon will be broken. |
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147 | equip_self_break_rate: 100 |
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148 | |
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149 | // Overall rate at which you can break target's equipment. (Note 2) |
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150 | // This affects the behaviour of skills like acid terror and meltdown |
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151 | equip_skill_break_rate: 100 |
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152 | |
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153 | // Do weapon attacks have a attack speed delay before actual damage is applied? (Note 1) |
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154 | // NOTE: The official setting is yes, even thought it degrades performance a bit. |
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155 | delay_battle_damage: yes |
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156 | |
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157 | // Are arrows/ammo consumed when used on a bow/gun? |
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158 | // 0 = No |
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159 | // 1 = Yes |
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160 | // 2 = Yes even for skills that do not specify arrow consumption when said |
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161 | // skill is weapon-based and used with ranged weapons (auto-guesses which |
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162 | // skills should consume ammo when it's acquired via a card or plagiarize) |
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163 | arrow_decrement: 1 |
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