phantom3553 Posted September 17, 2013 Posted September 17, 2013 patulong po sa exp rate, mukhang d na gumagana kahit ano akin sinulat sa exp.conf la naman nagbabago... d ko alam kng ano nagyari, gumagana pa naman ng matapos nkn 1st run noong sunday at pinapalitan ko pataas yung rate at pagka 5th nkn nga palit d na po gumagana... yung sa mvp at quest exp gumagana pero sa job at base d na... pati na yun sa drop rate eto ang akin exp.conf at drops.conf //-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser <[email protected]> // 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: 1000000 // Rate at which job exp. is given. (Note 2) job_exp_rate: 1000000 // Turn this on to allow a player to level up more than once from a kill. (Note 1) multi_level_up: yes // 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: 1000000 // Rate of base/job exp given by NPCs. (Note 2) quest_exp_rate: 1000000 // 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 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 //-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser <[email protected]> // 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%) //-------------------------------------------------------------- // If an item is dropped, does it go straight into the user's inventory? (Note 1) item_auto_get: no // How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds) flooritem_lifetime: 60000 // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000 // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after item_first_get_time elapses) item_second_get_time: 1000 // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after the item_second_get_time elapses) item_third_get_time: 1000 // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds) mvp_item_first_get_time: 10000 // Grace time for the first and second MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_first_get_time elapses) mvp_item_second_get_time: 10000 // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_second_get_time elapses) mvp_item_third_get_time: 2000 // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 1000000 item_rate_common_boss: 1000000 item_drop_common_min: 10000 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 1000000 item_rate_heal_boss: 1000000 item_drop_heal_min: 10000 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 1000000 item_rate_use_boss: 1000000 item_drop_use_min: 10000 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 1000000 item_rate_equip_boss: 1000000 item_drop_equip_min: 10000 item_drop_equip_max: 10000 // The rate at which cards are dropped item_rate_card: 1000000 item_rate_card_boss: 1000000 item_drop_card_min: 10000 item_drop_card_max: 10000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory item_rate_mvp: 1000000 item_drop_mvp_min: 10000 item_drop_mvp_max: 10000 // The rate adjustment for card-granted item drops. item_rate_adddrop: 1000000 item_drop_add_min: 10000 item_drop_add_max: 10000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 1000000 item_drop_treasure_min: 10000 item_drop_treasure_max: 10000 // Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no // Can the monster's drop rate become 0? (Note 1) // Default: no (as in official servers). drop_rate0item: no // Makes your LUK value affect drop rates on an absolute basis. // Setting to 100 means each luk adds 0.01% chance to find items // (regardless of item's base drop rate). drops_by_luk: 0 // Makes your LUK value affect drop rates on a relative basis. // Setting to 100 means each luk adds 1% chance to find items // (So at 100 luk, everything will have double chance of dropping). drops_by_luk2: 0 // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) finding_ore_rate: 100 // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? // This setting has three available values: // 0: Nothing drops. // 1: Only marine spheres drop items. // 2: All alchemist summons drop items. alchemist_summon_reward: 1 // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** // This can be set to any value between 0~10000. // Note: It also announces STEAL skill usage with rare items // 0 = don't show announces at all // 1 = show announces for 0.01% drop chance items // 333 = show announces for 3.33% or lower drop chance items // 10000 = show announces for all items rare_drop_announce: 0 Quote
markiez22 Posted September 18, 2013 Posted September 18, 2013 @reloadbattleconfor chksrc/config/renewal.h /// renewal exp rate algorithms /// (disable by commenting the line) /// /// leave this line to enable renewal item exp rate algorithms /// while enabled a special modified based on the difference between the player and monster level is applied //#define RENEWAL_EXP Quote
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