exp.conf 4.1 KB

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  1. // ______ __ __
  2. // /\ _ \/\ \__/\ \
  3. // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
  4. // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
  5. ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
  6. //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
  7. // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
  8. // _ _ _ _ _ _ _ _ _ _ _ _ _
  9. // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
  10. //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
  11. // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
  12. //
  13. //--------------------------------------------------------------
  14. // eAthena Battle Configuration File
  15. // Originally Translated by Peter Kieser <pfak@telus.net>
  16. // Made in to plainer English by Ancyker
  17. //--------------------------------------------------------------
  18. // Note 1: Value is a config switch (on/off, yes/no or 1/0)
  19. // Note 2: Value is in percents (100 means 100%)
  20. // Note 3: The max level of classes is stored in the exp table.
  21. // See files db/exp.txt and db/exp2.txt to change them.
  22. //--------------------------------------------------------------
  23. // Rate at which exp. is given. (Note 2)
  24. base_exp_rate: 100
  25. // Rate at which job exp. is given. (Note 2)
  26. job_exp_rate: 100
  27. // Turn this on to allow a player to level up more than once from a kill. (Note 1)
  28. multi_level_up: no
  29. // Setting this can cap the max experience one can get per kill specified as a
  30. // % of the current exp bar. (Every 10 = 1.0%)
  31. // For example, set it to 500 and no matter how much exp the mob gives,
  32. // it can never give you above half of your current exp bar.
  33. max_exp_gain_rate: 0
  34. // Method of calculating earned experience when defeating a monster:
  35. // 0 = uses damage given / total damage as damage ratio
  36. // 1 = uses damage given / max_hp as damage ratio
  37. // NOTE: Using type 1 disables the bonus where the first attacker gets
  38. // his share of the exp doubled when multiple people attack the mob.
  39. exp_calc_type: 0
  40. // Experience increase per attacker. That is, every additional attacker to the
  41. // monster makes it give this much more experience
  42. // (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp)
  43. exp_bonus_attacker: 25
  44. // Max number of attackers at which exp bonus is capped
  45. // (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
  46. exp_bonus_max_attacker: 12
  47. // MVP bonus exp rate. (Note 2)
  48. mvp_exp_rate: 100
  49. // Rate of base/job exp given by NPCs. (Note 2)
  50. quest_exp_rate: 100
  51. // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
  52. // The balance of the exp. rate is best used with 5 to 10)
  53. heal_exp: 0
  54. // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
  55. // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
  56. resurrection_exp: 0
  57. // The rate of job exp. when using discount and overcharge on an NPC
  58. // (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
  59. // The way it is calculated is (money received * skill lv) * shop_exp / 10000.
  60. shop_exp: 0
  61. // PVP exp. Do players get exp in PvP maps
  62. // (Note: NOT exp from players, but from normal leveling)
  63. pvp_exp: yes
  64. // When a player dies, how should we penalize them?
  65. // 0 = No penalty.
  66. // 1 = Lose % of current level when killed.
  67. // 2 = Lose % of total experience when killed.
  68. death_penalty_type: 1
  69. // Base exp. penalty rate (Each 100 is 1% of their exp)
  70. death_penalty_base: 100
  71. // Job exp. penalty rate (Each 100 is 1% of their exp)
  72. death_penalty_job: 100
  73. // When a player dies, how much zeny should we penalize them with?
  74. // NOTE: It is a percentage of their zeny, so 100 = 1%
  75. zeny_penalty: 0
  76. // Will display experience gained from killing a monster. (Note 1)
  77. disp_experience: no
  78. // Will display zeny earned (from mobs, trades, etc) (Note 1)
  79. disp_zeny: no
  80. // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
  81. // If no, an equation will be used which preserves statpoints earned/lost
  82. // through external means (ie: stat point buyers/sellers)
  83. use_statpoint_table: yes