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Diffstat (limited to 'conf/battle/exp.conf')
-rw-r--r-- | conf/battle/exp.conf | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/conf/battle/exp.conf b/conf/battle/exp.conf new file mode 100644 index 000000000..fbc7c2967 --- /dev/null +++ b/conf/battle/exp.conf @@ -0,0 +1,91 @@ +//-------------------------------------------------------------- +// rAthena 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 |