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Posted

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 

 

ne18.jpg

 

 

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
 

 

Posted

@reloadbattleconf

or chk

src/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
 

 

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