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authorFlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-12-05 13:23:07 +0000
committerFlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-12-05 13:23:07 +0000
commit288490094a7fe9167747dc78d416940759a31197 (patch)
tree53dc4f5c2375f4b688b53ca8841630ddec5e1f88 /conf-tmpl/battle/exp.conf
parent8ec1c47aed09c90343949d57c92760ba84738a46 (diff)
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- Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf-tmpl/battle/exp.conf')
-rw-r--r--conf-tmpl/battle/exp.conf216
1 files changed, 108 insertions, 108 deletions
diff --git a/conf-tmpl/battle/exp.conf b/conf-tmpl/battle/exp.conf
index cdbebe3ec..01d68ab4c 100644
--- a/conf-tmpl/battle/exp.conf
+++ b/conf-tmpl/battle/exp.conf
@@ -1,108 +1,108 @@
-// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
-// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
-///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
-//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
-// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
-// _ _ _ _ _ _ _ _ _ _ _ _ _
-// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
-//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
-// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
-//
-//--------------------------------------------------------------
-// eAthena Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-//Note 1: Directives can be set using on/off, yes/no or 1/0.
-//Note 2: All rates are in percents, 100 would mean 100%, 200
-// would mean 200%, etc
-//Note 3: Value is not limited to 60K (see below)
-// Other Information:
-// All options are limited to a max of 60K (aprox) which is 600%
-// or 60secs as appropiate.
-// 1000 miliseconds is 1 second.
-// Unless otherwise specified, the minimum value is 0 for all
-// features.
-//Note 4: The max level of classes is specified in the exp table.
-// See files db/exp.txt and db/exp2.txt to change them.
-//--------------------------------------------------------------
-
-// Rate at which exp. is given. (Note 2) (Note 3)
-base_exp_rate: 100
-
-// Rate at which job exp. is given. (Note 2) (Note 3)
-job_exp_rate: 100
-
-// Turn this on to allow a player to level up more than once from a kill. (Note 1)
-multi_level_up: no
-
-// Setting this can cap the max experience one can get per kill specified as a
-// % of the current exp bar. (Every 10 = 1.0%)
-// For example, set it to 500 and no matter how much exp the mob gives,
-// it can never give you above half of your current exp bar.
-max_exp_gain_rate: 0
-
-//Method of calculating earned experience when defeating a monster:
-//0 - jAthena's (uses damage given / total damage as damage ratio)
-//1 - eAthena's (uses damage given / max_hp as damage ratio)
-//NOTE: Using type 1 disables the bonus where the first attacker gets
-// his share of the exp doubled when multiple people attack the mob.
-exp_calc_type: 0
-
-//Experience increase per attacker. That is, every additional attacker to the
-// monster makes it give this much more experience
-// (eg: 5 people attack with 25 here, +25*4% -> +100% exp)
-exp_bonus_attacker: 25
-
-//Max number of attackers at which exp bonus is capped
-// (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
-exp_bonus_max_attacker: 12
-
-// MVP bonus exp rate. (Note 2) (Note 3)
-mvp_exp_rate: 100
-
-// The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
-// The balance of the exp. rate is best used with 5 to 10)
-heal_exp: 0
-
-// The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
-// Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
-resurrection_exp: 0
-
-// The rate of job exp. when using discount and overcharge on an NPC
-// (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
-// The way it is calculated is (money recieved * skill lv) * shop_exp / 10000.
-shop_exp: 0
-
-// PVP exp. Do players get exp in PvP maps
-// (Note: NOT exp from players, but from normal leveling)
-pvp_exp: yes
-
-// When a player dies, how should we penalize them?
-// 0 = No penalty.
-// 1 = Lose % of current level when killed.
-// 2 = Lose % of total experience when killed.
-death_penalty_type: 1
-
-// Base exp. penalty rate (Each 100 is 1% of their exp)
-death_penalty_base: 100
-
-// Job exp. penalty rate (Each 100 is 1% of their exp)
-death_penalty_job: 100
-
-// When a player dies, how much zeny should we penalize them with? (Note 3)
-// NOTE: It is a percentage of their zeny, so 100 = 1%
-zeny_penalty: 0
-
-// Will display experience gained from killing a monster. (Note 1)
-disp_experience: no
-
-// Will display zeny earned (from mobs, trades, etc) (Note 1)
-disp_zeny: no
-
-// Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
-// If no, an equation will be used which preserves statpoints earned/lost
-// through external means (ie: stat point buyers/sellers)
-use_statpoint_table: yes
+// ______ __ __
+// /\ _ \/\ \__/\ \
+// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
+// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
+///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
+//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
+// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
+// _ _ _ _ _ _ _ _ _ _ _ _ _
+// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
+//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
+// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
+//
+//--------------------------------------------------------------
+// eAthena Battle Configuration File
+// Originally Translated by Peter Kieser <pfak@telus.net>
+// Made in to plainer English by Ancyker
+//--------------------------------------------------------------
+//Note 1: Directives can be set using on/off, yes/no or 1/0.
+//Note 2: All rates are in percents, 100 would mean 100%, 200
+// would mean 200%, etc
+//Note 3: Value is not limited to 60K (see below)
+// Other Information:
+// All options are limited to a max of 60K (aprox) which is 600%
+// or 60secs as appropiate.
+// 1000 miliseconds is 1 second.
+// Unless otherwise specified, the minimum value is 0 for all
+// features.
+//Note 4: The max level of classes is specified in the exp table.
+// See files db/exp.txt and db/exp2.txt to change them.
+//--------------------------------------------------------------
+
+// Rate at which exp. is given. (Note 2) (Note 3)
+base_exp_rate: 100
+
+// Rate at which job exp. is given. (Note 2) (Note 3)
+job_exp_rate: 100
+
+// Turn this on to allow a player to level up more than once from a kill. (Note 1)
+multi_level_up: no
+
+// Setting this can cap the max experience one can get per kill specified as a
+// % of the current exp bar. (Every 10 = 1.0%)
+// For example, set it to 500 and no matter how much exp the mob gives,
+// it can never give you above half of your current exp bar.
+max_exp_gain_rate: 0
+
+//Method of calculating earned experience when defeating a monster:
+//0 - jAthena's (uses damage given / total damage as damage ratio)
+//1 - eAthena's (uses damage given / max_hp as damage ratio)
+//NOTE: Using type 1 disables the bonus where the first attacker gets
+// his share of the exp doubled when multiple people attack the mob.
+exp_calc_type: 0
+
+//Experience increase per attacker. That is, every additional attacker to the
+// monster makes it give this much more experience
+// (eg: 5 people attack with 25 here, +25*4% -> +100% exp)
+exp_bonus_attacker: 25
+
+//Max number of attackers at which exp bonus is capped
+// (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
+exp_bonus_max_attacker: 12
+
+// MVP bonus exp rate. (Note 2) (Note 3)
+mvp_exp_rate: 100
+
+// The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
+// The balance of the exp. rate is best used with 5 to 10)
+heal_exp: 0
+
+// The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
+// Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
+resurrection_exp: 0
+
+// The rate of job exp. when using discount and overcharge on an NPC
+// (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
+// The way it is calculated is (money recieved * skill lv) * shop_exp / 10000.
+shop_exp: 0
+
+// PVP exp. Do players get exp in PvP maps
+// (Note: NOT exp from players, but from normal leveling)
+pvp_exp: yes
+
+// When a player dies, how should we penalize them?
+// 0 = No penalty.
+// 1 = Lose % of current level when killed.
+// 2 = Lose % of total experience when killed.
+death_penalty_type: 1
+
+// Base exp. penalty rate (Each 100 is 1% of their exp)
+death_penalty_base: 100
+
+// Job exp. penalty rate (Each 100 is 1% of their exp)
+death_penalty_job: 100
+
+// When a player dies, how much zeny should we penalize them with? (Note 3)
+// NOTE: It is a percentage of their zeny, so 100 = 1%
+zeny_penalty: 0
+
+// Will display experience gained from killing a monster. (Note 1)
+disp_experience: no
+
+// Will display zeny earned (from mobs, trades, etc) (Note 1)
+disp_zeny: no
+
+// Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
+// If no, an equation will be used which preserves statpoints earned/lost
+// through external means (ie: stat point buyers/sellers)
+use_statpoint_table: yes