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#1 Jerahya

Jerahya

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Posted 20 September 2015 - 07:46 PM

Hi, I'm kinda confused why a players don't gain exp even though they kill bunch of mobs. I tried it on a novice killing a naturally spawned poring and my base exp stayed zero.

 

Here's my exp.conf

 

//--------------------------------------------------------------// Hercules 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: 30000// Rate at which job exp. is given. (Note 2)job_exp_rate: 30000// 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: 30000// Rate of base/job exp given by NPCs. (Note 2)quest_exp_rate: 30000// 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: no// 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

any idea what i've done wrong in the settings?


Edited by Jerahya, 20 September 2015 - 07:47 PM.





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