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char-server.exe --inter-config conf\inter_athena.wsl --char-config conf\char_athena.wsl |
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//-------------------------------------------------------------- | ||
// rAthena Battle Configuration File | ||
// Originally Translated by Peter Kieser <pfak@telus.net> | ||
// 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, 128: NPC, 512: Elemental) | ||
//-------------------------------------------------------------- | ||
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// Who should have a baseatk value (makes str affect damage)? (Note 3) | ||
enable_baseatk: 0x29F | ||
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// Who can have perfect flee? (Note 3) | ||
enable_perfect_flee: 1 | ||
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// Who can have critical attacks? (Note 3) | ||
// (Note that there are some skills that always do critical hit regardless of this) | ||
enable_critical: 25 | ||
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// Critical adjustment rate for non-players (Note 2) | ||
mob_critical_rate: 100 | ||
critical_rate: 100 | ||
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// 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 | ||
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// 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 | ||
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// 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 | ||
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// Damaged delay rate for players (Note 2) | ||
// (Setting to no/0 will be like always endure) | ||
player_damage_delay_rate: 100 | ||
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// 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 | ||
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// Does HP recover if hit by an attribute that's same as your own? (Note 1) | ||
attribute_recover: no | ||
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// What is the minimum and maximum hitrate of normal attacks? | ||
min_hitrate: 5 | ||
max_hitrate: 100 | ||
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// 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: 2 | ||
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// When agi penalty is enabled, to whom it should apply to? (Note 3) | ||
// By default, only players get the penalty. | ||
agi_penalty_target: 1 | ||
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// Amount of enemies required to be targetting player before FLEE begins to be penalized | ||
agi_penalty_count: 4 | ||
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// Amount of FLEE penalized per each attacking monster more than agi_penalty_count | ||
agi_penalty_num: 12 | ||
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// 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 | ||
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// When vit penalty is enabled, to whom it should apply to? (Note 3) | ||
// By default, only players get the penalty. | ||
vit_penalty_target: 1 | ||
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// Amount of enemies required to be targetting player before defense begins to be penalized | ||
vit_penalty_count: 6 | ||
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// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count | ||
vit_penalty_num: 1 | ||
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// 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 | ||
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// MDEF‚ same as above. (MDEF * value) | ||
magic_defense_type: 0 | ||
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// 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 | ||
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// 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 | ||
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// 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 | ||
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// 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 | ||
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// 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 | ||
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// 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: no | ||
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// 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 | ||
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// Should ammo be unequipped when unequipping a weapon? | ||
// Official behavior is "yes". | ||
ammo_unequip: yes | ||
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// Should a suitable weapon be equipped when equipping ammo? | ||
// Official behavior is "yes". | ||
ammo_check_weapon: yes | ||
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// 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 | ||
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// 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 | ||
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// Can players use Falcons and Wargs at the same time? (Note 1) | ||
// This is not allowed on official servers. | ||
warg_can_falcon: no | ||
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// Should the target be able of dodging damage by snapping away to the edge of the screen? | ||
// Official behavior is "no" | ||
snap_dodge: no |
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//-------------------------------------------------------------- | ||
// rAthena Battle Configuration File | ||
// Originally Translated by Peter Kieser <pfak@telus.net> | ||
// Made in to plainer English by Ancyker | ||
// Splitted up into multiple files by Skotlex. | ||
//-------------------------------------------------------------- | ||
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//General battle-related settings. | ||
import: conf/battlewsl/battle.conf | ||
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//Settings specific to the client. | ||
import: conf/battlewsl/client.conf | ||
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//General drop-related configs. | ||
import: conf/battlewsl/drops.conf | ||
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//Experience rates, exp penalties, stats and max level settings. | ||
import: conf/battlewsl/exp.conf | ||
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//GM levels, atcommands and hack-related configs. | ||
import: conf/battlewsl/gm.conf | ||
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//Guild and WoE settings | ||
import: conf/battlewsl/guild.conf | ||
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//Battleground settings | ||
import: conf/battlewsl/battleground.conf | ||
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//Item/card-specific and crafting related options. | ||
import: conf/battlewsl/items.conf | ||
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//Mob related configuration | ||
import: conf/battlewsl/monster.conf | ||
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//Party related configuration | ||
import: conf/battlewsl/party.conf | ||
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//Pet related configuration | ||
import: conf/battlewsl/pet.conf | ||
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//Homunc related configuration | ||
import: conf/battlewsl/homunc.conf | ||
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//Player specific settings | ||
import: conf/battlewsl/player.conf | ||
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//Skill related settings | ||
import: conf/battlewsl/skill.conf | ||
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//Status change related settings | ||
import: conf/battlewsl/status.conf | ||
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//Feature control (on/off) settings | ||
import: conf/battlewsl/feature.conf | ||
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// Anything else that didn't fit anywhere else. | ||
// Includes duel, day/night, mute/manner, log settings. | ||
import: conf/battlewsl/misc.conf | ||
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//Your custom config goes here. | ||
//import: conf/importwsl/battle_conf.txt |
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//-------------------------------------------------------------- | ||
// rAthena Battle Configuration File | ||
// Originally Translated by Peter Kieser <pfak@telus.net> | ||
// 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, 128: NPC, 512: Elemental) | ||
//-------------------------------------------------------------- | ||
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// Melee damage adjustments (non skills) for Battleground maps (Note 2) | ||
bg_short_attack_damage_rate: 80 | ||
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// Ranged damage adjustments (non skills) for Battleground maps (Note 2) | ||
bg_long_attack_damage_rate: 80 | ||
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// Weapon skills damage adjustments for Battleground maps (Note 2) | ||
bg_weapon_attack_damage_rate: 60 | ||
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// Magic skills damage adjustments for Battleground maps (Note 2) | ||
bg_magic_attack_damage_rate: 60 | ||
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// Misc skills damage adjustments for Battleground maps (Note 2) | ||
bg_misc_attack_damage_rate: 60 | ||
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// Flee penalty on BG grounds. | ||
// NOTE: It's %, not absolute, so 20 is -20% of your total flee | ||
bg_flee_penalty: 20 | ||
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// Interval before updating the bg-member map mini-dots (milliseconds) | ||
bg_update_interval: 1000 |
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