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Diffstat (limited to 'conf/battle/exp.conf')
-rw-r--r-- | conf/battle/exp.conf | 91 |
1 files changed, 0 insertions, 91 deletions
diff --git a/conf/battle/exp.conf b/conf/battle/exp.conf deleted file mode 100644 index 7c781d3a3..000000000 --- a/conf/battle/exp.conf +++ /dev/null @@ -1,91 +0,0 @@ -//-------------------------------------------------------------- -// 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 |