
- Implemented the property where the first attacker get's double exp-share than the others. Due to the way exp calculation is done, this bonus will not apply when you use exp_calc_type 1 (damage/max_hp) instead of the default (damage/total-damage). For now this bonus is done after calculating who is the MVP character instead of before. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9107 54d463be-8e91-2dee-dedb-b68131a5f0ec
109 lines
4.5 KiB
Plaintext
109 lines
4.5 KiB
Plaintext
// ______ __ __
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// /\ _ \/\ \__/\ \
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// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
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// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
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///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
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//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
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// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
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// _ _ _ _ _ _ _ _ _ _ _ _ _
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// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
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//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
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// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
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//
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//--------------------------------------------------------------
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// eAthena 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: Directives can be set using on/off, yes/no or 1/0.
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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// would mean 200%, etc
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//Note 3: Value is not limited to 60K (see below)
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// Other Information:
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// All options are limited to a max of 60K (aprox) which is 600%
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// or 60secs as appropiate.
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// 1000 miliseconds is 1 second.
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// Unless otherwise specified, the minimum value is 0 for all
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// features.
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//Note 4: The max level of classes is specified 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) (Note 3)
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base_exp_rate: 100
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// Rate at which job exp. is given. (Note 2) (Note 3)
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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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// 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 - jAthena's (uses damage given / total damage as damage ratio)
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//1 - eAthena's (uses damage given / max_hp as damage ratio)
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//NOTE: Using type 1 disables the bonus where the first attacker gets
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// his share of the exp doubled when multiple people attack the mob.
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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) (Note 3)
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mvp_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 recieved * 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, how much zeny should we penalize them with? (Note 3)
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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 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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