[1] | 1 | // ______ __ __ |
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| 2 | // /\ _ \/\ \__/\ \ |
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| 3 | // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ |
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| 4 | // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ |
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| 5 | ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ |
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| 6 | //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ |
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| 7 | // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ |
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| 8 | // _ _ _ _ _ _ _ _ _ _ _ _ _ |
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| 9 | // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ |
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| 10 | //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) |
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| 11 | // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ |
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| 12 | // |
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| 13 | //-------------------------------------------------------------- |
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| 14 | // eAthena Battle Configuration File |
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| 15 | // Originally Translated by Peter Kieser <pfak@telus.net> |
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| 16 | // Made in to plainer English by Ancyker |
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| 17 | //-------------------------------------------------------------- |
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| 18 | // Note 1: Value is a config switch (on/off, yes/no or 1/0) |
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| 19 | // Note 2: Value is in percents (100 means 100%) |
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| 20 | // Note 3: The max level of classes is stored in the exp table. |
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| 21 | // See files db/exp.txt and db/exp2.txt to change them. |
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| 22 | //-------------------------------------------------------------- |
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| 23 | |
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| 24 | // Rate at which exp. is given. (Note 2) |
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| 25 | base_exp_rate: 100 |
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| 26 | |
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| 27 | // Rate at which job exp. is given. (Note 2) |
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| 28 | job_exp_rate: 100 |
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| 29 | |
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| 30 | // Turn this on to allow a player to level up more than once from a kill. (Note 1) |
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| 31 | multi_level_up: no |
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| 32 | |
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| 33 | // Setting this can cap the max experience one can get per kill specified as a |
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| 34 | // % of the current exp bar. (Every 10 = 1.0%) |
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| 35 | // For example, set it to 500 and no matter how much exp the mob gives, |
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| 36 | // it can never give you above half of your current exp bar. |
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| 37 | max_exp_gain_rate: 0 |
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| 38 | |
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| 39 | // Method of calculating earned experience when defeating a monster: |
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| 40 | // 0 = uses damage given / total damage as damage ratio |
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| 41 | // 1 = uses damage given / max_hp as damage ratio |
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| 42 | // NOTE: Using type 1 disables the bonus where the first attacker gets |
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| 43 | // his share of the exp doubled when multiple people attack the mob. |
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| 44 | exp_calc_type: 0 |
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| 45 | |
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| 46 | // Experience increase per attacker. That is, every additional attacker to the |
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| 47 | // monster makes it give this much more experience |
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| 48 | // (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp) |
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| 49 | exp_bonus_attacker: 25 |
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| 50 | |
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| 51 | // Max number of attackers at which exp bonus is capped |
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| 52 | // (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers) |
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| 53 | exp_bonus_max_attacker: 12 |
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| 54 | |
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| 55 | // MVP bonus exp rate. (Note 2) |
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| 56 | mvp_exp_rate: 100 |
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| 57 | |
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| 58 | // Rate of base/job exp given by NPCs. (Note 2) |
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| 59 | quest_exp_rate: 100 |
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| 60 | |
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| 61 | // The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double. |
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| 62 | // The balance of the exp. rate is best used with 5 to 10) |
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| 63 | heal_exp: 0 |
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| 64 | |
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| 65 | // The rate of exp. that is gained by the process of resurrection, a unit is 0.01%. |
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| 66 | // Experience calculations for the experience value * level difference of the person revived / 100 * resurrection_exp/10000 which the revived player has can be got. |
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| 67 | resurrection_exp: 0 |
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| 68 | |
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| 69 | // The rate of job exp. when using discount and overcharge on an NPC |
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| 70 | // (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.) |
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| 71 | // The way it is calculated is (money received * skill lv) * shop_exp / 10000. |
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| 72 | shop_exp: 0 |
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| 73 | |
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| 74 | // PVP exp. Do players get exp in PvP maps |
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| 75 | // (Note: NOT exp from players, but from normal leveling) |
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| 76 | pvp_exp: yes |
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| 77 | |
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| 78 | // When a player dies, how should we penalize them? |
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| 79 | // 0 = No penalty. |
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| 80 | // 1 = Lose % of current level when killed. |
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| 81 | // 2 = Lose % of total experience when killed. |
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| 82 | death_penalty_type: 1 |
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| 83 | |
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| 84 | // Base exp. penalty rate (Each 100 is 1% of their exp) |
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| 85 | death_penalty_base: 100 |
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| 86 | |
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| 87 | // Job exp. penalty rate (Each 100 is 1% of their exp) |
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| 88 | death_penalty_job: 100 |
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| 89 | |
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| 90 | // When a player dies, how much zeny should we penalize them with? |
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| 91 | // NOTE: It is a percentage of their zeny, so 100 = 1% |
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| 92 | zeny_penalty: 0 |
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| 93 | |
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| 94 | // Will display experience gained from killing a monster. (Note 1) |
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| 95 | disp_experience: no |
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| 96 | |
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| 97 | // Will display zeny earned (from mobs, trades, etc) (Note 1) |
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| 98 | disp_zeny: no |
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| 99 | |
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| 100 | // Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1) |
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| 101 | // If no, an equation will be used which preserves statpoints earned/lost |
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| 102 | // through external means (ie: stat point buyers/sellers) |
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| 103 | use_statpoint_table: yes |
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