I've already searched and found nothing that fixes this issue.
Anyone can help on how to fix this? It's a renewal server using latest kro full client 2020 04 19
// Rate at which exp. is given. (Note 2)
// Rate at which job exp. is given. (Note 2)
// Turn this on to allow a player to level up more than once from a kill. (Note 1)
// Allow multi level up until a certain level?
// This only triggers if multi_level_up is enabled.
// Default: 0 (Unlimited)
// 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.
// 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.
// 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)
// 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)
// MVP bonus exp rate. (Note 2)
// Rate of base/job exp given by NPCs. (Note 2)
// 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)
// 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.
// 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.
// PVP exp. Do players get exp in PvP maps
// (Note: NOT exp from players, but from normal leveling)
// 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.
// Base exp. penalty rate (Each 100 is 1% of their exp)
// Job exp. penalty rate (Each 100 is 1% of their exp)
// 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%
// 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.
// Will display experience gained from killing a monster. (Note 1)
// Will display zeny earned (from mobs, trades, etc) (Note 1)
// 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)
Already have this in conf/battle_athena.conf
//Experience rates, exp penalties, stats and max level settings.
// EXP cost for cast PR_REDEMPTIO (Note 2)
// 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 for cast LG_INSPIRATION (Note 2)
Thank you in advance