From 288490094a7fe9167747dc78d416940759a31197 Mon Sep 17 00:00:00 2001 From: FlavioJS Date: Tue, 5 Dec 2006 13:23:07 +0000 Subject: - 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 --- conf-tmpl/battle/exp.conf | 216 +++++++++++++++++++++++----------------------- 1 file changed, 108 insertions(+), 108 deletions(-) (limited to 'conf-tmpl/battle/exp.conf') 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 -// 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 +// 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 -- cgit v1.2.3-60-g2f50