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No Exp on izlude starting point for new players


lanzskie

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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)
base_exp_rate: 7000

// Rate at which job exp. is given. (Note 2)
job_exp_rate: 7000

// Turn this on to allow a player to level up more than once from a kill. (Note 1)
multi_level_up: yes

// 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: 15000

// Rate of base/job exp given by NPCs. (Note 2)
quest_exp_rate: 5000

// 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

Already have this in conf/battle_athena.conf
//Experience rates, exp penalties, stats and max level settings.
import: conf/battle/exp.conf

// 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

Thank you in advance

Edited by Mael
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53 minutes ago, lanzskie said:

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)
base_exp_rate: 7000

// Rate at which job exp. is given. (Note 2)
job_exp_rate: 7000

// Turn this on to allow a player to level up more than once from a kill. (Note 1)
multi_level_up: yes

// 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: 15000

// Rate of base/job exp given by NPCs. (Note 2)
quest_exp_rate: 5000

// 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

Already have this in conf/battle_athena.conf
//Experience rates, exp penalties, stats and max level settings.
import: conf/battle/exp.conf

// 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

Thank you in advance

So... what issue ? you didnt state any issue isnt it ?

Ah okay so the issue 'No Exp on izlude starting point for new players'.

If you're talking to the NPCs and already have quest there, you need to finish it.

Edited by Chaos92
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Hello Chaos, thank you for the quick respond, but I dont see any quest npc on that location. Inside iz_int03 no npc to click to do a quest.

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is it not noexp mapflag map ?

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I have no idea, where to check that? also, i tried everything and all went messed up lol, can u share some renewal izlude.txt with correct settings? like it should have an npc quest for the players to take while on that map?

 

Thanks in advance

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On 5/21/2020 at 9:25 AM, lanzskie said:

I have no idea, where to check that? also, i tried everything and all went messed up lol, can u share some renewal izlude.txt with correct settings? like it should have an npc quest for the players to take while on that map?

 

Thanks in advance

Hello, its better for you to download in rathena git then, its clean without any changes.

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Chaos, thanks. a lot

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