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- //--------------------------------------------------------------
- // 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
- // Allow multi level up until a certain level?
- // This only triggers if multi_level_up is enabled.
- // Default: 0 (Unlimited)
- multi_level_up_base: 0
- multi_level_up_job: 0
- // 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 players on max base/job level lose the EXP on death?
- // 0: Never lose (default as in official).
- // 1: Lose Base EXP.
- // 2: Lose Job EXP.
- death_penalty_maxlv: 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
- // EXP cost for cast PR_REDEMPTIO (Note 2)
- exp_cost_redemptio: 1
- // How many player needed to makes PR_REDEMPTIO's EXP penalty become 0?
- // If by default, the 'exp_cost_redemptio' is 1 (1%) and every single player revived the penalty is reduced to 0.2%,
- // it means 'exp_cost_redemptio_limit' is 5.
- exp_cost_redemptio_limit: 5
- // EXP cost for cast LG_INSPIRATION (Note 2)
- exp_cost_inspiration: 1
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