// ===================================================== // ADELAYS SYSTEM - Kamishi, Neslea // Enable or disable the ANDL system. // You should not have to modify this file, unless the // Adelays team tells you to. // ===================================================== adelays_enable:1 // ===================================================== // Allow the special system for double skills? (SB, AV...) // Recommended: 1 // ===================================================== adelays_allow_harddelays_on_doubles_skills:1 // ===================================================== // Is that delay system applied to scroll items or items // that cast skills? 1 (yes) / 0 (no) // Not all scroll items are registered, please report us // The missing ones. // ===================================================== adelays_scroll_fix:1 // ===================================================== // Specify your max ASPD. // Recommended: 190 // ===================================================== adelays_max_aspd:190 // ===================================================== // Tolerance in milliseconds applied to all delays. Should be equal to the minimal server delay. // Decreasing this value will increase the severity of the detection system. // ----------------------------- // Safe value: Minimal servers delay. // Strict value (Unsafe): 80 // ===================================================== adelays_tol:110 // ===================================================== // Tolerance in milliseconds applied when being chain attacked (When getting a firebolt, for instance). // ----------------------------- // Safe value: 1 // Strict value (Unsafe): 2 // ===================================================== adelays_tol2:1 // ===================================================== // Define how much the hack count increase everytime a player gets detected. // -------------------------- // Safe value: 1 // Strict value (Unsafe): 2 // ===================================================== adelays_incr:1 // ===================================================== // Define how much the hitlock count increase // when you get hitlocked. // Safe value: 1 // Permissive value (Unsafe): 2 // ===================================================== adelays_hitlock_incr:1 // ===================================================== // Define the max hitlock count you can stack. // Permissive value: 3 // Strict: 2 // Minimal value (Unsafe): 1 // ===================================================== adelays_max_hitlock_count:3 // ===================================================== // How long it takes in MS for a player to have is hack status // Reset? // Permissive value: 10000 // Recommended: 60000 // Minimal value (Unsafe): 1000000 // ===================================================== adelays_reset_time:60000 // ===================================================== // Define how much the hitlock count decrease // when your skill is marked as hitlocked. // ===================================================== adelays_reduce_hitlock_on_hitlock:1 // ===================================================== // How long a player will stay in fixed delays at maximum // Before a re-check is forced. // Permissive value: 5 // Recommended: 15 // Strict value (Unsafe): 30 // ===================================================== adelays_max_infixed:20 // ===================================================== // Ping Buffer Size Multiplicator. // Define the max size of the ping buffer. // Permissive value: 3 // Recommended: 2 // Strict value (Unsafe): 1 // ===================================================== adelays_buffer_size:2 // ===================================================== // Ping Buffer Delay Tolerance. Define when a ping buffer should // be applied to a player between two skills. // Recommended: 50 // ===================================================== adelays_buffer_time:130 // ===================================================== // When you change to a new skill without delay, how much //to keep from the previous buffer? // Recommended: 6 // ===================================================== adelays_jauge_kept_multiplicator_on_new_skill_without_delay:4 // ===================================================== // When you wait too long between two skills, how much // to keep in the buffer? // value = acceptableAnimationDelay/multiplicator // Recommended: 4 // Permissive: 3 // ===================================================== adelays_jauge_kept_multiplicator:4 // ===================================================== // If you can get buffer in fixed mode, how much to keep // From it. // value = delay/multiplicator // Recommended: 4 // Permissive: 3 // ===================================================== adelays_fix_delay_multiplicator:5 // ===================================================== // How much buffer to keep after a skill that cuts the // Animation? Can avoid being detected as HACK in some // Tricky cases. // Recommended: 20 // ===================================================== adelays_jauge_added_after_cutanim:20 // ===================================================== // How much the delay is divided for the buffer // augmentation. // Recommended: 2 // Permissive:3 // ===================================================== adelays_jauge_augmentation_multiplicator:3 // ===================================================== // How much the delay is divided when removed to the buffer // augmentation. // Recommended: 1 // Permissive:2 // ===================================================== adelays_jauge_to_decrease_multiplicator:2 // ===================================================== // Maximum the hackcount can be to continue getting buffer. // augmentation. // Recommended: 1 // Permissive:2 // ===================================================== adelays_max_hackcount_to_get_jauge:1 // ===================================================== // Maximum the fixed mode can be to continue getting buffer. // augmentation. // Recommended: 1 // Permissive:2 // ===================================================== adelays_max_infixed_to_get_jauge:1 // ===================================================== // Multiplicator on the delay between two skills. // Buffer can only be increased when the delay is smaller // than acceptableDelay*multiplicator+adelays_buffer_time // Recommended: 2 // Permissive:3 // ===================================================== adelays_acceptable_multiplicator_for_jauge:2 // ===================================================== // Define the minimal value you can get for a buffer // increase. // value = acceptableAnimationDelay/multiplicator // Recommended:4 // Permissive:3 // ===================================================== adelays_min_jauge_multiplicator:3