glemor123
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Everything posted by glemor123
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when i use @mi 1002. the poring card drop rate is 100% but when i try to kill the poring it doesnt drop 100% card. this is my config //--------------------------------------------------------------// Hercules Battle Configuration File// Originally Translated by Peter Kieser <[email protected]>// 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%)//--------------------------------------------------------------// If an item is dropped, does it go straight 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 milliseconds)flooritem_lifetime: 60000// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)item_first_get_time: 3000// Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds)// (Takes effect after item_first_get_time elapses)item_second_get_time: 1000// Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds)// (Takes effect after the item_second_get_time elapses)item_third_get_time: 1000// Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds)mvp_item_first_get_time: 10000// Grace time for the first and second MvP so they can get the item? (in milliseconds)// (Takes effect after mvp_item_first_get_time elapses)mvp_item_second_get_time: 10000// Grace time for the first, second and third MvP so they can get the item? (in milliseconds)// (Takes effect after mvp_item_second_get_time elapses)mvp_item_third_get_time: 2000// Item drop rates (Note 2)// The rate the common items are dropped (Items that are in the ETC tab, besides card)item_rate_common: 1000000item_rate_common_boss: 50000item_drop_common_min: 50000item_drop_common_max: 10000// The rate healing items are dropped (items that restore HP or SP)item_rate_heal: 1000000item_rate_heal_boss: 50000item_drop_heal_min: 50000item_drop_heal_max: 10000// The rate at which usable items (in the item tab) other then healing items are dropped.item_rate_use: 1000000item_rate_use_boss: 50000item_drop_use_min: 50000item_drop_use_max: 10000// The rate at which equipment is dropped.item_rate_equip: 1000000item_rate_equip_boss: 100item_drop_equip_min: 50000item_drop_equip_max: 10000// The rate at which cards are droppeditem_rate_card: 1000000item_rate_card_boss: 50000item_drop_card_min: 1item_drop_card_max: 10000// The rate adjustment for the MVP items that the MVP gets directly in their inventoryitem_rate_mvp: 100item_drop_mvp_min: 1item_drop_mvp_max: 10000// The rate adjustment for card-granted item drops.item_rate_adddrop: 500item_drop_add_min: 1item_drop_add_max: 10000// Rate adjustment for Treasure Box drops (these override all other modifiers)item_rate_treasure: 100item_drop_treasure_min: 1item_drop_treasure_max: 10000// Use logarithmic drops? (Note 1)// Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))// Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)// Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:// Y: Original Drop Rate// X: Rate drop modifier (eg: item_rate_equip)// XY | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00// -----+---------------------------------------------------------------// 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92// 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00// 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13// 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98// 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69// 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64// 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53//10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13//20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100%//50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%item_logarithmic_drops: no// Can the monster's drop rate become 0? (Note 1)// Default: no (as in official servers).drop_rate0item: no// Makes your LUK value affect drop rates on an absolute basis.// Setting to 100 means each luk adds 0.01% chance to find items// (regardless of item's base drop rate).drops_by_luk: 0// Makes your LUK value affect drop rates on a relative basis.// Setting to 100 means each luk adds 1% chance to find items// (So at 100 luk, everything will have double chance of dropping).drops_by_luk2: 0// Whether or not Marine Spheres and Floras summoned by Alchemist drop items?// This setting has three available values:// 0: Nothing drops.// 1: Only marine spheres drop items.// 2: All alchemist summons drop items.alchemist_summon_reward: 1// Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***// This can be set to any value between 0~10000.// Note: It also announces STEAL skill usage with rare items// 0 = don't show announces at all// 1 = show announces for 0.01% drop chance items// 333 = show announces for 3.33% or lower drop chance items// 10000 = show announces for all itemsrare_drop_announce: 0
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already checked that. but still that occur
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if a monster debuffed or buffed with me with illusion my screen turns up side down. how to fix this? 2013-08-07 client user here
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i am requesting that this source would be compatible for hercules http://rathena.org/board/topic/56124-package-getitem-map-itemmap/?hl=itemmap
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fixed this is my code thanks to sir emistry if(@Delay < gettimetick(2)){ input @megaphone$; announce strcharinfo(0) + ": " + @megaphone$,bc_all,0xFF0000; set @Delay,gettimetick(2) + 180;}end; but for example there will be a message popup if the megaphone is still not available due to the delay problem fixed if(@Delay < gettimetick(2)){ input @megaphone$; announce strcharinfo(0) + ": " + @megaphone$,bc_all,0x99FFCC; set @Delay,gettimetick(2) + 180;}else if(@Delay > 0){mes "Sorry , but you have to wait 3 Minutes To Use VIP Shout Again.";close;}end;
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Script: <"input @megaphone$; announce strcharinfo(0) + ": " + @megaphone$,bc_all,0xFF0000; end; "> i added that script to my vip ticket. how to add delay for each shout? i want 15 seconds delay for each shout
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where to edit so that for example 1 int= +500 heal. i would like it to be 1 int= +1000 heal
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found a fixed becuase i disabled this one in renewal /// renewal cast time/// (disable by commenting the line)////// leave this line to enable renewal casting time algorithms/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats./// example:/// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a/// "fixed cast time" which can only be reduced by specialist items and skills//#define RENEWAL_CAST then i should not be editing reskill_cast_db.txt but i should edit pre-reskill_cast_db.txt
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i tried to copy the CastingTime up to Fixed Casting Time of meteor assault then paste it to the soul breaker but still nothing changed
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if non of them has cooldown. why should i wait 3-4 sec after casting soul breaker to able to use any skill again?. but if i use meteor assault i only need to wait 1-2 sec to able to use any skill again?
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got a question again my delay rate is still delay_rate: 40 i compared the cooldown of soul break and meteor assault of assassin cross. the cool down of meteor assault if 1-2 sec faster the the cooldown of soul breaker.
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Use nowarpto thana_boss mapflag nowarpto thank you but guys i don't get it what is the purpose of adding mapflag inside A script rather than adding it to mapflag folder?
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i already set to me nowarp.txt that it should not allowed to @warp to go their. but still normal players can still use @warp to go to thanatos thana_boss mapflag nowarptha_scene01 mapflag nowarptha_t01 mapflag nowarptha_t02 mapflag nowarptha_t03 mapflag nowarptha_t04 mapflag nowarptha_t05 mapflag nowarptha_t06 mapflag nowarptha_t07 mapflag nowarptha_t08 mapflag nowarptha_t09 mapflag nowarptha_t10 mapflag nowarptha_t11 mapflag nowarptha_t12 mapflag nowarp
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thank you.. ill ask more questions soon when i need it. thank you so much
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now i'm learning. what column will i edit so that it doesn't need 150 dex to instant cast?
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so the last hope is doing it manually write? about this //-- ASC_BREAKER379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,10000,250 what is 10000 here? is it milliseconds? yeap ASC_BREAKER have: Cooldown: 10 sec Delay in level 10: 2.8 sec. cast and fixed cast in: 0.25 sec. a great thanks but can you explain me this one how it works? 1000:1200:1400:1600:1800:2000:2200:2400:2600:2800
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so the last hope is doing it manually write? about this //-- ASC_BREAKER379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,10000,250 what is 10000 here? is it milliseconds?
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delay_rate only affects AfterCastActDelay but not the Cooldown. Yes. if delay_rate only affects AfterCastActDelay. . what will i edit on skill.conf to set the cooldown
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this is only for item script i think this delay_rate is globally. if i set this to 0 then all the skills won't have cooldown. if that happens? what will i do? will i set the cooldown skill by skill?
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sorry about that. what should i do to fix this problem that i am facing
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fixed!. Edited sonic blow in skill.c
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i set a after skill delay(cooldown) to my server. but i want a specific skill to be no after skill delay(cooldown) i'm currently using renewal for example i want that the soul breaker cooldown will be 0. but still after casting soul breaker there is still a cooldown //-- ASC_BREAKER379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,250 this is my skill.conf //--------------------------------------------------------------// Hercules Battle Configuration File// Originally Translated by Peter Kieser <[email protected]>// 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)//--------------------------------------------------------------// 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: 40// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)// Note: On Official servers, neither Dex nor Agi affect delay timedelay_dependon_dex: nodelay_dependon_agi: no// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1)// Note: Setting this to anything above 0 can stop speedhacks.min_skill_delay_limit: 100// This delay is the min 'can't walk delay' of all skills.// NOTE: Do not set this too low, if a character starts moving too soon after // doing a skill, the client will not update this, and the player/mob will // appear to "teleport" afterwards.default_walk_delay: 300//Completely disable skill delay of the following types (Note 3)//NOTE: By default mobs don't have the skill delay as specified in the skill// database, but follow their own 'reuse' skill delay which is specified on// the mob skill db. When set, the delay for all skills become// min_skill_delay_limit.no_skill_delay: 2// At what dex does the cast time become zero (instacast)?castrate_dex_scale: 150// How much (dex*2+int) does variable cast turns zero?vcast_stat_scale: 150// What level of leniency should the skill system give for skills when// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300)//// NOTE: Setting this to 100% may cause some issues with valid skills not being cast.// The time difference between client and server varies so allowing 90% leniency// should be enough to forgive very small margins of error.skill_amotion_leniency: 90// Will normal attacks be able to ignore the delay after skills? (Note 1)skill_delay_attack_enable: yes// Range added to skills after their cast time finishes.// Decides how far away the target can walk away after the skill began casting before the skill fails.// 0 disables this range checking (default)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// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.// If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).// Default 14 (mobs + pets + homun)skillrange_by_distance: 14// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is// set, the range of all skills is 9 for monsters.skillrange_from_weapon: 30// Should a check on the caster's status be performed in all skill attacks?// When set to yes, meteors, storm gust and any other ground skills will have // no effect while the caster is unable to fight (eg: stunned).skill_caster_check: yes// Should ground placed skills be removed as soon as the caster dies? (Note 3)clear_skills_on_death: 0// Should ground placed skills be removed when the caster changes maps? (Note 3)clear_skills_on_warp: 15//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)//See db/skill_unit_db.txt for more info.defunit_not_enemy: no// Do skills do at least 'hits' damage when they don't miss/are blocked?//(for example, will firebolts always do "number of bolts" damage versus plants?)//Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.skill_min_damage: 6// The delay rate of monk's combo (Note 2)combo_delay_rate: 100// Use alternate auto Counter Attack Skill Type? (Note 3)// For those characters on which it is set, 100% Critical,// Otherwise it disregard DEF and HIT+20, CRI*2auto_counter_type: 15// Can ground skills be placed on top of each other? (Note 3)// By default, skills with UF_NOREITERATION set cannot be stacked on top of // other skills, this setting will override that. (skill_unit_db)skill_reiteration: 0// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)skill_nofootset: 1// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)// Default on official servers: yes for player-trapsgvg_traps_target_all: 1// Some traps settings (add as necessary):// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.// (Invisible traps can be revealed through Hunter's Detecting skill)traps_setting: 0// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)// 1: Enable players to damage the floras outside of versus grounds.// 2: Disable having different types out at the same time// (eg: forbid summoning anything except hydras when there's already // one hydra out)summon_flora_setting: 3// Whether placed down skills will check walls (Note 1)// (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side) skill_wall_check: yes// When cloaking, Whether the wall is checked or not. (Note 1)// Note: When the skill does not checks for walls, you will always be considered// as if you had a wall-next to you (you always get the wall-based speed). // Add the settings as required, being hit always uncloaks you.// // 0 = doesn't check for walls// 1 = Check for walls// 2 = Cloaking is not cancelled when attacking.// 4 = Cloaking is not cancelled when using skillsplayer_cloak_check_type: 1monster_cloak_check_type: 4// Can't place unlimited land skills at the same time (Note 3)land_skill_limit: 9//Determines which kind of skill-failed messages should be sent:// 1 - Disable all skill-failed messages.// 2 - Disable skill-failed messages due to can-act delays.// 4 - Disable failed message from Snatcher// 8 - Disable failed message from Envenomdisplay_skill_fail: 2// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)chat_warpportal: no// What should the wizard's "Sense" skill display on the defense fields?// 0: Do not show defense// 1: Base defense [RE default]// 2: Vit/Int defense// 3: Both (the addition of both) sense_type: 1// Which finger offensive style will be used?// 0 = Aegis style (single multi-hit attack)// 1 = Athena style (multiple consecutive attacks)finger_offensive_type: 0// Grandcross Settings (Don't mess with these)// If set to no, hit interval is increased based on the amount of mobs standing on the same cell// (means that when there's stacked mobs in the same cell, they won't receive all hits)gx_allhit: no// Grandcross display type (Default 1)// 0: Yellow character// 1: White charactergx_disptype: 1// Max Level Difference for Devotiondevotion_level_difference: 10// If no than you can use the ensemble skills alone. (Note 1)player_skill_partner_check: yes// Remove trap type// 0 = Aegis system : Returns 1 'Trap' item// 1 = Athena system : Returns all items used to deploy the trapskill_removetrap_type: 0// Does using bow to do a backstab give a 50% damage penalty? (Note 1)backstab_bow_penalty: yes// How many times you could try to steal from a mob.// Note: It helps to avoid stealing exploit on monsters with few rare items// Use 0 to disable (max allowed value is 255)skill_steal_max_tries: 0// Can Rogues plagiarize advanced job skills // 0 = no restriction// 1 = only stalker may plagiarize advanced skills // 2 = advanced skills cannot be plagiarized by anyone // Official servers setting: 2copyskill_restrict: 2// Does Berserk/Frenzy cancel other self-buffs when used?berserk_cancels_buffs: no// Level and Strength of "MVP heal". When someone casts a heal of this level or// above, the heal formula is bypassed and this value is used instead.max_heal: 9999max_heal_lv: 11// Emergency Recall Guild Skill setting (add as appropriate).// Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8// 1: Skill is usable outside of woe.// 2: Skill is usable during woe.// 4: Skill is usable outside of GvG grounds// 8: Skill is usable on GvG grounds//16: Disable skill from "nowarpto" maps// (it will work on GVG castles even if they are set to nowarpto, though)emergency_call: 11// Guild Aura Skills setting (add as appropriate).// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)// Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8// 1: Skill works outside of woe.// 2: Skill works during woe.// 4: Skill works outside of GvG grounds// 8: Skill works on GvG grounds//16: Disable skill from affecting Guild Masterguild_aura: 31// Allows players to skip menu when casting Teleport level 1// Menu contains two options. "Random" and "Cancel"skip_teleport_lv1_menu: no// Allow use of SG skills without proper day (Sun/Moon/Star) ?allow_skill_without_day: no// Allow use of ES-type magic on players?allow_es_magic_player: no// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)sg_miracle_skill_ratio: 2// Miracle of the Sun, Moon and Stars skill duration in millisecondssg_miracle_skill_duration: 3600000// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)sg_angel_skill_ratio: 10// Skills that bHealPower has effect on// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idunskill_add_heal_rate: 7// Whether the damage of EarthQuake with a single target on screen is able to be reflected.// Note: On official server, EQ is reflectable when there is only one target on the screen, // which might be an exploit to hunt the MVPs.eq_single_target_reflectable: yes// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.// (The number will show but no actual damage will be done)invincible.nodamage: no// Dancing Weapon Switch// On official server, a fix is in place that prevents the switching of weapons to cancel songs.// Default: yesdancing_weaponswitch_fix: yes// Skill Trap Type (GvG)// 0: (official) Traps in GvG only make player stop moving after its walk path is complete, and it activates other traps on the way.// 1: Traps in GvG make player stop moving right when stepping over it.skill_trap_type: 0// Max Possible Level of Monster skills// Note: If your MVPs are too tough, reduce it to 10.mob_max_skilllvl: 100
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fixed edit it on disable renewal cast in renewal.h
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normal attack stops after sonic blow i want that even if it uses sonic blow(ifrit set) while doing a normal attack it won't stop the normal attack
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i am using renewal features i set the instant cast at 150 dex. but when my dex is already 150. there is still no instant cast //--------------------------------------------------------------// Hercules Battle Configuration File// Originally Translated by Peter Kieser <[email protected]>// 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)//--------------------------------------------------------------// 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// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)// Note: On Official servers, neither Dex nor Agi affect delay timedelay_dependon_dex: nodelay_dependon_agi: no// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1)// Note: Setting this to anything above 0 can stop speedhacks.min_skill_delay_limit: 100// This delay is the min 'can't walk delay' of all skills.// NOTE: Do not set this too low, if a character starts moving too soon after // doing a skill, the client will not update this, and the player/mob will // appear to "teleport" afterwards.default_walk_delay: 300//Completely disable skill delay of the following types (Note 3)//NOTE: By default mobs don't have the skill delay as specified in the skill// database, but follow their own 'reuse' skill delay which is specified on// the mob skill db. When set, the delay for all skills become// min_skill_delay_limit.no_skill_delay: 2// At what dex does the cast time become zero (instacast)?castrate_dex_scale: 150// How much (dex*2+int) does variable cast turns zero?vcast_stat_scale: 150// What level of leniency should the skill system give for skills when// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300)//// NOTE: Setting this to 100% may cause some issues with valid skills not being cast.// The time difference between client and server varies so allowing 90% leniency// should be enough to forgive very small margins of error.skill_amotion_leniency: 90// Will normal attacks be able to ignore the delay after skills? (Note 1)skill_delay_attack_enable: yes// Range added to skills after their cast time finishes.// Decides how far away the target can walk away after the skill began casting before the skill fails.// 0 disables this range checking (default)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// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.// If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).// Default 14 (mobs + pets + homun)skillrange_by_distance: 14// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is// set, the range of all skills is 9 for monsters.skillrange_from_weapon: 30// Should a check on the caster's status be performed in all skill attacks?// When set to yes, meteors, storm gust and any other ground skills will have // no effect while the caster is unable to fight (eg: stunned).skill_caster_check: yes// Should ground placed skills be removed as soon as the caster dies? (Note 3)clear_skills_on_death: 0// Should ground placed skills be removed when the caster changes maps? (Note 3)clear_skills_on_warp: 15//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)//See db/skill_unit_db.txt for more info.defunit_not_enemy: no// Do skills do at least 'hits' damage when they don't miss/are blocked?//(for example, will firebolts always do "number of bolts" damage versus plants?)//Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.skill_min_damage: 6// The delay rate of monk's combo (Note 2)combo_delay_rate: 100// Use alternate auto Counter Attack Skill Type? (Note 3)// For those characters on which it is set, 100% Critical,// Otherwise it disregard DEF and HIT+20, CRI*2auto_counter_type: 15// Can ground skills be placed on top of each other? (Note 3)// By default, skills with UF_NOREITERATION set cannot be stacked on top of // other skills, this setting will override that. (skill_unit_db)skill_reiteration: 0// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)skill_nofootset: 1// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)// Default on official servers: yes for player-trapsgvg_traps_target_all: 1// Some traps settings (add as necessary):// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.// (Invisible traps can be revealed through Hunter's Detecting skill)traps_setting: 0// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)// 1: Enable players to damage the floras outside of versus grounds.// 2: Disable having different types out at the same time// (eg: forbid summoning anything except hydras when there's already // one hydra out)summon_flora_setting: 3// Whether placed down skills will check walls (Note 1)// (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side) skill_wall_check: yes// When cloaking, Whether the wall is checked or not. (Note 1)// Note: When the skill does not checks for walls, you will always be considered// as if you had a wall-next to you (you always get the wall-based speed). // Add the settings as required, being hit always uncloaks you.// // 0 = doesn't check for walls// 1 = Check for walls// 2 = Cloaking is not cancelled when attacking.// 4 = Cloaking is not cancelled when using skillsplayer_cloak_check_type: 1monster_cloak_check_type: 4// Can't place unlimited land skills at the same time (Note 3)land_skill_limit: 9//Determines which kind of skill-failed messages should be sent:// 1 - Disable all skill-failed messages.// 2 - Disable skill-failed messages due to can-act delays.// 4 - Disable failed message from Snatcher// 8 - Disable failed message from Envenomdisplay_skill_fail: 2// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)chat_warpportal: no// What should the wizard's "Sense" skill display on the defense fields?// 0: Do not show defense// 1: Base defense [RE default]// 2: Vit/Int defense// 3: Both (the addition of both) sense_type: 1// Which finger offensive style will be used?// 0 = Aegis style (single multi-hit attack)// 1 = Athena style (multiple consecutive attacks)finger_offensive_type: 0// Grandcross Settings (Don't mess with these)// If set to no, hit interval is increased based on the amount of mobs standing on the same cell// (means that when there's stacked mobs in the same cell, they won't receive all hits)gx_allhit: no// Grandcross display type (Default 1)// 0: Yellow character// 1: White charactergx_disptype: 1// Max Level Difference for Devotiondevotion_level_difference: 10// If no than you can use the ensemble skills alone. (Note 1)player_skill_partner_check: yes// Remove trap type// 0 = Aegis system : Returns 1 'Trap' item// 1 = Athena system : Returns all items used to deploy the trapskill_removetrap_type: 0// Does using bow to do a backstab give a 50% damage penalty? (Note 1)backstab_bow_penalty: yes// How many times you could try to steal from a mob.// Note: It helps to avoid stealing exploit on monsters with few rare items// Use 0 to disable (max allowed value is 255)skill_steal_max_tries: 0// Can Rogues plagiarize advanced job skills // 0 = no restriction// 1 = only stalker may plagiarize advanced skills // 2 = advanced skills cannot be plagiarized by anyone // Official servers setting: 2copyskill_restrict: 2// Does Berserk/Frenzy cancel other self-buffs when used?berserk_cancels_buffs: no// Level and Strength of "MVP heal". When someone casts a heal of this level or// above, the heal formula is bypassed and this value is used instead.max_heal: 9999max_heal_lv: 11// Emergency Recall Guild Skill setting (add as appropriate).// Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8// 1: Skill is usable outside of woe.// 2: Skill is usable during woe.// 4: Skill is usable outside of GvG grounds// 8: Skill is usable on GvG grounds//16: Disable skill from "nowarpto" maps// (it will work on GVG castles even if they are set to nowarpto, though)emergency_call: 11// Guild Aura Skills setting (add as appropriate).// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)// Note that for the skill to be usable at all, // you need at least one of 1/2 and 4/8// 1: Skill works outside of woe.// 2: Skill works during woe.// 4: Skill works outside of GvG grounds// 8: Skill works on GvG grounds//16: Disable skill from affecting Guild Masterguild_aura: 31// Allows players to skip menu when casting Teleport level 1// Menu contains two options. "Random" and "Cancel"skip_teleport_lv1_menu: no// Allow use of SG skills without proper day (Sun/Moon/Star) ?allow_skill_without_day: no// Allow use of ES-type magic on players?allow_es_magic_player: no// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)sg_miracle_skill_ratio: 2// Miracle of the Sun, Moon and Stars skill duration in millisecondssg_miracle_skill_duration: 3600000// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)sg_angel_skill_ratio: 10// Skills that bHealPower has effect on// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idunskill_add_heal_rate: 7// Whether the damage of EarthQuake with a single target on screen is able to be reflected.// Note: On official server, EQ is reflectable when there is only one target on the screen, // which might be an exploit to hunt the MVPs.eq_single_target_reflectable: yes// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.// (The number will show but no actual damage will be done)invincible.nodamage: no// Dancing Weapon Switch// On official server, a fix is in place that prevents the switching of weapons to cancel songs.// Default: yesdancing_weaponswitch_fix: yes// Skill Trap Type (GvG)// 0: (official) Traps in GvG only make player stop moving after its walk path is complete, and it activates other traps on the way.// 1: Traps in GvG make player stop moving right when stepping over it.skill_trap_type: 0// Max Possible Level of Monster skills// Note: If your MVPs are too tough, reduce it to 10.mob_max_skilllvl: 100