[1] | 1 | // ______ __ __ |
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| 2 | // /\ _ \/\ \__/\ \ |
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| 3 | // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ |
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| 4 | // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ |
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| 5 | ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ |
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| 6 | //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ |
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| 7 | // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ |
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| 8 | // _ _ _ _ _ _ _ _ _ _ _ _ _ |
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| 9 | // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ |
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| 10 | //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) |
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| 11 | // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ |
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| 12 | // |
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| 13 | //-------------------------------------------------------------- |
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| 14 | // eAthena Battle Configuration File |
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| 15 | // Originally Translated by Peter Kieser <pfak@telus.net> |
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| 16 | // Made in to plainer English by Ancyker |
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| 17 | //-------------------------------------------------------------- |
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| 18 | // Note 1: Value is a config switch (on/off, yes/no or 1/0) |
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| 19 | // Note 2: Value is in percents (100 means 100%) |
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| 20 | //-------------------------------------------------------------- |
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| 21 | |
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| 22 | // If an item is dropped, does it go stright into the users inventory? (Note 1) |
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| 23 | item_auto_get: no |
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| 24 | |
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| 25 | // How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds) |
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| 26 | flooritem_lifetime: 60000 |
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| 27 | |
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| 28 | // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) |
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| 29 | item_first_get_time: 3000 |
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| 30 | |
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| 31 | // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) |
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| 32 | // (Takes effect after item_first_get_time elapses) |
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| 33 | item_second_get_time: 1000 |
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| 34 | |
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| 35 | // 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) |
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| 36 | // (Takes effect after the item_second_get_time elapses) |
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| 37 | item_third_get_time: 1000 |
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| 38 | |
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| 39 | // 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) |
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| 40 | mvp_item_first_get_time: 10000 |
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| 41 | |
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| 42 | // Grace time for the first and second MvP so they can get the item? (in milliseconds) |
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| 43 | // (Takes effect after mvp_item_first_get_time elapses) |
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| 44 | mvp_item_second_get_time: 10000 |
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| 45 | |
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| 46 | // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) |
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| 47 | // (Takes effect after mvp_item_second_get_time elapses) |
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| 48 | mvp_item_third_get_time: 2000 |
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| 49 | |
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| 50 | // Item drop rates (Note 2) |
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| 51 | |
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| 52 | // The rate the common items are dropped (Items that are in the ETC tab, besides card) |
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| 53 | item_rate_common: 100 |
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| 54 | item_rate_common_boss: 100 |
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| 55 | item_drop_common_min: 1 |
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| 56 | item_drop_common_max: 10000 |
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| 57 | |
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| 58 | // The rate healing items are dropped (items that restore HP or SP) |
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| 59 | item_rate_heal: 100 |
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| 60 | item_rate_heal_boss: 100 |
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| 61 | item_drop_heal_min: 1 |
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| 62 | item_drop_heal_max: 10000 |
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| 63 | |
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| 64 | // The rate at which usable items (in the item tab) other then healing items are dropped. |
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| 65 | item_rate_use: 100 |
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| 66 | item_rate_use_boss: 100 |
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| 67 | item_drop_use_min: 1 |
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| 68 | item_drop_use_max: 10000 |
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| 69 | |
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| 70 | // The rate at which equipment is dropped. |
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| 71 | item_rate_equip: 100 |
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| 72 | item_rate_equip_boss: 100 |
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| 73 | item_drop_equip_min: 1 |
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| 74 | item_drop_equip_max: 10000 |
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| 75 | |
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| 76 | // The rate at which cards are dropped |
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| 77 | item_rate_card: 100 |
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| 78 | item_rate_card_boss: 100 |
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| 79 | item_drop_card_min: 1 |
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| 80 | item_drop_card_max: 10000 |
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| 81 | |
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| 82 | // The rate adjustment for the MVP items that the MVP gets directly in their inventory |
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| 83 | item_rate_mvp: 100 |
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| 84 | item_drop_mvp_min: 1 |
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| 85 | item_drop_mvp_max: 10000 |
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| 86 | |
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| 87 | // The rate adjustment for card-granted item drops. |
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| 88 | item_rate_adddrop: 100 |
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| 89 | item_drop_add_min: 1 |
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| 90 | item_drop_add_max: 10000 |
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| 91 | |
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| 92 | // Rate adjustment for Treasure Box drops (these override all other modifiers) |
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| 93 | item_rate_treasure: 100 |
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| 94 | item_drop_treasure_min: 1 |
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| 95 | item_drop_treasure_max: 10000 |
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| 96 | |
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| 97 | // Use logarithmic drops? (Note 1) |
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| 98 | // Logarithmic drops scale drop rates in a non-linear fashion using the equation |
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| 99 | // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) |
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| 100 | // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) |
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| 101 | // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: |
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| 102 | // Y: Original Drop Rate |
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| 103 | // X: Rate drop modifier (eg: item_rate_equip) |
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| 104 | // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 |
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| 105 | // -----+--------------------------------------------------------------- |
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| 106 | // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 |
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| 107 | // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 |
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| 108 | // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 |
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| 109 | // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 |
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| 110 | // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 |
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| 111 | // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 |
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| 112 | // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 |
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| 113 | //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 |
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| 114 | //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% |
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| 115 | //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% |
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| 116 | item_logarithmic_drops: no |
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| 117 | |
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| 118 | // Can the monster's drop rate become 0? (Note 1) |
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| 119 | // Default: no (as in official servers). |
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| 120 | drop_rate0item: no |
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| 121 | |
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| 122 | // Makes your LUK value affect drop rates on an absolute basis. |
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| 123 | // Setting to 100 means each luk adds 0.01% chance to find items |
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| 124 | // (regardless of item's base drop rate). |
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| 125 | drops_by_luk: 0 |
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| 126 | |
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| 127 | // Makes your LUK value affect drop rates on a relative basis. |
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| 128 | // Setting to 100 means each luk adds 1% chance to find items |
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| 129 | // (So at 100 luk, everything will have double chance of dropping). |
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| 130 | drops_by_luk2: 0 |
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| 131 | |
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| 132 | // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) |
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| 133 | finding_ore_rate: 100 |
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| 134 | |
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| 135 | // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? |
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| 136 | // This setting has three available values: |
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| 137 | // 0: Nothing drops. |
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| 138 | // 1: Only marine spheres drop items. |
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| 139 | // 2: All alchemist summons drop items. |
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| 140 | alchemist_summon_reward: 1 |
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| 141 | |
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| 142 | // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** |
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| 143 | // Note: It also announces STEAL skill usage with rare items |
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| 144 | // 0 = don't show announces at all |
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| 145 | // 1 = show announces for 0.01% drop chance items |
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| 146 | // 333 = show announces for 3.33% or lower drop chance items |
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| 147 | // 10000 = show announces for all items |
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| 148 | rare_drop_announce: 0 |
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