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| //-------------------------------------------------------------- | |
| // rAthena Battle Configuration File | |
| // Originally Translated by Peter Kieser <pfak@telus.net> | |
| // 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 | |
| // NOTE: Using type 1 disables the bonus where the first attacker gets | |
| // his share of the exp doubled when multiple people attack the mob. | |
| 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 | |
| // 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 | |
| // EXP cost for cast LG_INSPIRATION (Note 2) | |
| exp_cost_inspiration: 1 |