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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