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glemor123

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  1. 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
  2. already checked that. but still that occur
  3. 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
  4. i am requesting that this source would be compatible for hercules http://rathena.org/board/topic/56124-package-getitem-map-itemmap/?hl=itemmap
  5. 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;
  6. 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
  7. where to edit so that for example 1 int= +500 heal. i would like it to be 1 int= +1000 heal
  8. 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
  9. 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
  10. 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?
  11. 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.
  12. 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?
  13. 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
  14. thank you.. ill ask more questions soon when i need it. thank you so much
  15. now i'm learning. what column will i edit so that it doesn't need 150 dex to instant cast?
  16. 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
  17. 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?
  18. 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
  19. 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?
  20. sorry about that. what should i do to fix this problem that i am facing
  21. glemor123

    skill delay

    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
  22. fixed edit it on disable renewal cast in renewal.h
  23. 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
  24. 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
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