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116 lines
4.3 KiB
Plaintext
116 lines
4.3 KiB
Plaintext
4 months ago
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//--------------------------------------------------------------
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// rAthena Battle Configuration File
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// Originally Translated by Peter Kieser <pfak@telus.net>
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// Made in to plainer English by Ancyker
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//--------------------------------------------------------------
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// Note 1: Value is a config switch (on/off, yes/no or 1/0)
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// Note 2: Value is in percents (100 means 100%)
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// Note 3: The max level of classes is stored in the exp table.
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// See files db/exp.txt and db/exp2.txt to change them.
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//--------------------------------------------------------------
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// Rate at which exp. is given. (Note 2)
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base_exp_rate: 100
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// Rate at which job exp. is given. (Note 2)
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job_exp_rate: 100
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// Turn this on to allow a player to level up more than once from a kill. (Note 1)
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multi_level_up: no
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// Allow multi level up until a certain level?
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// This only triggers if multi_level_up is enabled.
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// Default: 0 (Unlimited)
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multi_level_up_base: 0
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multi_level_up_job: 0
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// Setting this can cap the max experience one can get per kill specified as a
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// % of the current exp bar. (Every 10 = 1.0%)
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// For example, set it to 500 and no matter how much exp the mob gives,
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// it can never give you above half of your current exp bar.
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max_exp_gain_rate: 0
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// Method of calculating earned experience when defeating a monster:
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// 0 = uses damage given / total damage as damage ratio
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// 1 = uses damage given / max_hp as damage ratio
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// 2 = 0 + first attacker counts twice
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exp_calc_type: 0
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// Experience increase per attacker. That is, every additional attacker to the
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// monster makes it give this much more experience
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// (eg: 5 people attack with 25 here, +(25*4)% -> +100% exp)
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exp_bonus_attacker: 25
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// Max number of attackers at which exp bonus is capped
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// (eg: if set at 5, the max bonus is 4*bonus-per-char regardless of attackers)
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exp_bonus_max_attacker: 12
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// MVP bonus exp rate. (Note 2)
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mvp_exp_rate: 100
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// Rate of base/job exp given by NPCs. (Note 2)
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quest_exp_rate: 100
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// The rate of job exp. from using Heal skill (100 is the same as the heal amount, 200 is double.
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// The balance of the exp. rate is best used with 5 to 10)
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heal_exp: 0
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// The rate of exp. that is gained by the process of resurrection, a unit is 0.01%.
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// 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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resurrection_exp: 0
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// The rate of job exp. when using discount and overcharge on an NPC
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// (in 0.01% increments - 100 is 1%, 10000 is normal, 20000 is double.)
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// The way it is calculated is (money received * skill lv) * shop_exp / 10000.
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shop_exp: 0
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// PVP exp. Do players get exp in PvP maps
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// (Note: NOT exp from players, but from normal leveling)
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pvp_exp: yes
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// When a player dies, how should we penalize them?
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// 0 = No penalty.
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// 1 = Lose % of current level when killed.
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// 2 = Lose % of total experience when killed.
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death_penalty_type: 1
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// Base exp. penalty rate (Each 100 is 1% of their exp)
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death_penalty_base: 100
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// Job exp. penalty rate (Each 100 is 1% of their exp)
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death_penalty_job: 100
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// When a player dies (to another player), how much zeny should we penalize them with?
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// NOTE: It is a percentage of their zeny, so 100 = 1%
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zeny_penalty: 0
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// Will players on max base/job level lose the EXP on death?
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// 0: Never lose (default as in official).
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// 1: Lose Base EXP.
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// 2: Lose Job EXP.
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death_penalty_maxlv: 0
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// Will display experience gained from killing a monster. (Note 1)
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disp_experience: no
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// Will display zeny earned (from mobs, trades, etc) (Note 1)
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disp_zeny: no
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// Use the contents of db/statpoint.txt when doing a stats reset and leveling up? (Note 1)
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// If no, an equation will be used which preserves statpoints earned/lost
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// through external means (ie: stat point buyers/sellers)
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use_statpoint_table: yes
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// Use the contents of db/statpoint.yml when doing a stats reset and leveling up? (Note 1)
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// If no, an equation will be used which preserves trait points earned/lost
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// through external means (ie: trait point buyers/sellers)
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use_traitpoint_table: yes
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// EXP cost for cast PR_REDEMPTIO (Note 2)
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exp_cost_redemptio: 1
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// How many player needed to makes PR_REDEMPTIO's EXP penalty become 0?
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// If by default, the 'exp_cost_redemptio' is 1 (1%) and every single player revived the penalty is reduced to 0.2%,
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// it means 'exp_cost_redemptio_limit' is 5.
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exp_cost_redemptio_limit: 5
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