// ______ __ __ // /\ _ \/\ \__/\ \ // __\ \ \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: 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, 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