//-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser // 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 // 2 = 0 + first attacker counts twice 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 // Use the contents of db/statpoint.yml when doing a stats reset and leveling up? (Note 1) // If no, an equation will be used which preserves trait points earned/lost // through external means (ie: trait point buyers/sellers) use_traitpoint_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