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authorHaru <haru@dotalux.com>2016-02-13 15:38:23 +0100
committerHaru <haru@dotalux.com>2016-08-19 21:32:26 +0200
commit6cdb1e5ec2daa295b388d6c3a920b6cffe4193ce (patch)
treee4d67ff2bb7e80b6cab693f9ec24dac47b3a27a4 /conf/battle/exp.conf
parentc0e59c874786cdf3bc5863090934b8e18ba0336d (diff)
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Ported battle.conf to libconfig
Ported to modern Hercules and cleaned up from Panikon's commits: 44fea0b3cdba6901599265220228ba4359b1f96d, 9cba05bc0811e638bbaaa6cff887d0b2c9872560 Signed-off-by: Haru <haru@dotalux.com>
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diff --git a/conf/battle/exp.conf b/conf/battle/exp.conf
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-//--------------------------------------------------------------
-// Hercules 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: The max level of classes is stored in the exp table.
-// See files db/exp.txt and db/exp2.txt to change them.
-//--------------------------------------------------------------
-
-// Rate at which exp. is given. (Note 2)
-base_exp_rate: 100
-
-// Rate at which job exp. is given. (Note 2)
-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 = uses damage given / total damage as damage ratio
-// 1 = 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)
-mvp_exp_rate: 100
-
-// Rate of base/job exp given by NPCs. (Note 2)
-quest_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 received * 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 (to another player), how much zeny should we penalize them with?
-// 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