exp.conf 4.3 KB

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  1. //--------------------------------------------------------------
  2. // rAthena Battle Configuration File
  3. // Originally Translated by Peter Kieser <pfak@telus.net>
  4. // Made in to plainer English by Ancyker
  5. //--------------------------------------------------------------
  6. // Note 1: Value is a config switch (on/off, yes/no or 1/0)
  7. // Note 2: Value is in percents (100 means 100%)
  8. // Note 3: The max level of classes is stored in the exp table.
  9. // See files db/exp.txt and db/exp2.txt to change them.
  10. //--------------------------------------------------------------
  11. // Rate at which exp. is given. (Note 2)
  12. base_exp_rate: 100
  13. // Rate at which job exp. is given. (Note 2)
  14. job_exp_rate: 100
  15. // Turn this on to allow a player to level up more than once from a kill. (Note 1)
  16. multi_level_up: no
  17. // Allow multi level up until a certain level?
  18. // This only triggers if multi_level_up is enabled.
  19. // Default: 0 (Unlimited)
  20. multi_level_up_base: 0
  21. multi_level_up_job: 0
  22. // Setting this can cap the max experience one can get per kill specified as a
  23. // % of the current exp bar. (Every 10 = 1.0%)
  24. // For example, set it to 500 and no matter how much exp the mob gives,
  25. // it can never give you above half of your current exp bar.
  26. max_exp_gain_rate: 0
  27. // Method of calculating earned experience when defeating a monster:
  28. // 0 = uses damage given / total damage as damage ratio
  29. // 1 = uses damage given / max_hp as damage ratio
  30. // NOTE: Using type 1 disables the bonus where the first attacker gets
  31. // his share of the exp doubled when multiple people attack the mob.
  32. exp_calc_type: 0
  33. // Experience increase per attacker. That is, every additional attacker to the
  34. // monster makes it give this much more experience
  35. // (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp)
  36. exp_bonus_attacker: 25
  37. // Max number of attackers at which exp bonus is capped
  38. // (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
  39. exp_bonus_max_attacker: 12
  40. // MVP bonus exp rate. (Note 2)
  41. mvp_exp_rate: 100
  42. // Rate of base/job exp given by NPCs. (Note 2)
  43. quest_exp_rate: 100
  44. // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
  45. // The balance of the exp. rate is best used with 5 to 10)
  46. heal_exp: 0
  47. // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
  48. // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got.
  49. resurrection_exp: 0
  50. // The rate of job exp. when using discount and overcharge on an NPC
  51. // (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
  52. // The way it is calculated is (money received * skill lv) * shop_exp / 10000.
  53. shop_exp: 0
  54. // PVP exp. Do players get exp in PvP maps
  55. // (Note: NOT exp from players, but from normal leveling)
  56. pvp_exp: yes
  57. // When a player dies, how should we penalize them?
  58. // 0 = No penalty.
  59. // 1 = Lose % of current level when killed.
  60. // 2 = Lose % of total experience when killed.
  61. death_penalty_type: 1
  62. // Base exp. penalty rate (Each 100 is 1% of their exp)
  63. death_penalty_base: 100
  64. // Job exp. penalty rate (Each 100 is 1% of their exp)
  65. death_penalty_job: 100
  66. // When a player dies (to another player), how much zeny should we penalize them with?
  67. // NOTE: It is a percentage of their zeny, so 100 = 1%
  68. zeny_penalty: 0
  69. // Will players on max base/job level lose the EXP on death?
  70. // 0: Never lose (default as in official).
  71. // 1: Lose Base EXP.
  72. // 2: Lose Job EXP.
  73. death_penalty_maxlv: 0
  74. // Will display experience gained from killing a monster. (Note 1)
  75. disp_experience: no
  76. // Will display zeny earned (from mobs, trades, etc) (Note 1)
  77. disp_zeny: no
  78. // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
  79. // If no, an equation will be used which preserves statpoints earned/lost
  80. // through external means (ie: stat point buyers/sellers)
  81. use_statpoint_table: yes
  82. // EXP cost for cast PR_REDEMPTIO (Note 2)
  83. exp_cost_redemptio: 1
  84. // How many player needed to makes PR_REDEMPTIO's EXP penalty become 0?
  85. // If by default, the 'exp_cost_redemptio' is 1 (1%) and every single player revived the penalty is reduced to 0.2%,
  86. // it means 'exp_cost_redemptio_limit' is 5.
  87. exp_cost_redemptio_limit: 5
  88. // EXP cost for cast LG_INSPIRATION (Note 2)
  89. exp_cost_inspiration: 1