//================= Hercules Configuration ================================ //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2014-2016 Hercules Dev Team //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see . //========================================================================= // Battle (Experience) Configuration File //========================================================================= // Note 1: Value is a config switch (true/false) // 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: false // 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: true // 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: false // Will display zeny earned (from mobs, trades, etc) (Note 1) disp_zeny: false // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1) // If false, an equation will be used which preserves statpoints earned/lost // through external means (ie: stat point buyers/sellers) use_statpoint_table: true