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author | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-05 13:23:07 +0000 |
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committer | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-05 13:23:07 +0000 |
commit | 288490094a7fe9167747dc78d416940759a31197 (patch) | |
tree | 53dc4f5c2375f4b688b53ca8841630ddec5e1f88 /conf-tmpl/battle/drops.conf | |
parent | 8ec1c47aed09c90343949d57c92760ba84738a46 (diff) | |
download | hercules-288490094a7fe9167747dc78d416940759a31197.tar.gz hercules-288490094a7fe9167747dc78d416940759a31197.tar.bz2 hercules-288490094a7fe9167747dc78d416940759a31197.tar.xz hercules-288490094a7fe9167747dc78d416940759a31197.zip |
- Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf-tmpl/battle/drops.conf')
-rw-r--r-- | conf-tmpl/battle/drops.conf | 312 |
1 files changed, 156 insertions, 156 deletions
diff --git a/conf-tmpl/battle/drops.conf b/conf-tmpl/battle/drops.conf index 83d58af47..4399fc706 100644 --- a/conf-tmpl/battle/drops.conf +++ b/conf-tmpl/battle/drops.conf @@ -1,156 +1,156 @@ -// ______ __ __
-// /\ _ \/\ \__/\ \
-// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
-// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
-///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
-//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
-// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
-// _ _ _ _ _ _ _ _ _ _ _ _ _
-// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
-//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
-// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
-//
-//--------------------------------------------------------------
-// eAthena Battle Configuration File
-// Originally Translated by Peter Kieser <pfak@telus.net>
-// Made in to plainer English by Ancyker
-//--------------------------------------------------------------
-//Note 1: Directives can be set using on/off, yes/no or 1/0.
-//Note 2: All rates are in percents, 100 would mean 100%, 200
-// would mean 200%, etc
-//Note 3: Value is not limited to 60K (see below)
-// Other Information:
-// All options are limited to a max of 60K (aprox) which is 600%
-// or 60secs as appropiate.
-// 1000 miliseconds is 1 second.
-// Unless otherwise specified, the minimum value is 0 for all
-// features.
-//--------------------------------------------------------------
-
-// If an item is dropped, does it go stright into the users 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 miliseconds)
-flooritem_lifetime: 60000
-
-// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) (Note 3)
-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) (Note 3)
-// (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) (Note 3)
-// (Takes effect after the item_second_get_time elapses)
-item_third_get_time: 1000
-
-// Grace time during which only the person who did the most damage to a MVP can get the item? (in milliseconds) (Note 3)
-mvp_item_first_get_time: 10000
-
-// Grace time during which only the first and second person who did the most damage to a MVP can get the item? (in milliseconds) (Note 3)
-// (Takes effect after mvp_item_first_get_time elapses)
-mvp_item_second_get_time: 10000
-
-// Grace time during which only the first, second and third person who did the most damage to a MVP can get the item (Note 3)
-// (Takes effect after mvp_item_second_get_time elapses)
-mvp_item_third_get_time: 2000
-
-// Item drop rates (Note 2) (Note 3 applies to the rate settings only)
-
-// The rate the common items are dropped (Items that are in the ETC tab, besides card)
-item_rate_common: 100
-item_rate_common_boss: 100
-item_drop_common_min: 1
-item_drop_common_max: 10000
-
-// The rate healing items are dropped (items that restore HP or SP)
-item_rate_heal: 100
-item_rate_heal_boss: 100
-item_drop_heal_min: 1
-item_drop_heal_max: 10000
-
-// The rate at which usable items (in the item tab) other then healing items are dropped.
-item_rate_use: 100
-item_rate_use_boss: 100
-item_drop_use_min: 1
-item_drop_use_max: 10000
-
-// The rate at which equipment is dropped.
-item_rate_equip: 100
-item_rate_equip_boss: 100
-item_drop_equip_min: 1
-item_drop_equip_max: 10000
-
-// The rate at which cards are dropped
-item_rate_card: 100
-item_rate_card_boss: 100
-item_drop_card_min: 1
-item_drop_card_max: 10000
-
-// The rate adjustment for the MVP items that the MVP gets directly in their inventory
-item_rate_mvp: 100
-item_drop_mvp_min: 1
-item_drop_mvp_max: 10000
-
-// The rate adjustment for card-granted item drops.
-item_rate_adddrop: 100
-item_drop_add_min: 1
-item_drop_add_max: 10000
-
-// Rate adjustment for Treasure Box drops (these override all other modifiers)
-item_rate_treasure: 100
-item_drop_treasure_min: 1
-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)
-// Defualt: no (as in official servers).
-drop_rate0item: no
-
-// drop_by_luk: Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates. Note that both methods can be combined (the old method is applied first).
-
-//Old System. Your luk affects 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
-
-//Alternate System: Your luk affects the 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 will drop items (they never give exp)? (Note 1)
-// This setting has three available values:
-// - 0/no: Nothing drops.
-// - 1/yes: 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%) ***
-// 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
+// ______ __ __ +// /\ _ \/\ \__/\ \ +// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __ +// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ +///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_ +//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ +// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ +// _ _ _ _ _ _ _ _ _ _ _ _ _ +// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ +//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a ) +// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ +// +//-------------------------------------------------------------- +// eAthena Battle Configuration File +// Originally Translated by Peter Kieser <pfak@telus.net> +// Made in to plainer English by Ancyker +//-------------------------------------------------------------- +//Note 1: Directives can be set using on/off, yes/no or 1/0. +//Note 2: All rates are in percents, 100 would mean 100%, 200 +// would mean 200%, etc +//Note 3: Value is not limited to 60K (see below) +// Other Information: +// All options are limited to a max of 60K (aprox) which is 600% +// or 60secs as appropiate. +// 1000 miliseconds is 1 second. +// Unless otherwise specified, the minimum value is 0 for all +// features. +//-------------------------------------------------------------- + +// If an item is dropped, does it go stright into the users 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 miliseconds) +flooritem_lifetime: 60000 + +// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) (Note 3) +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) (Note 3) +// (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) (Note 3) +// (Takes effect after the item_second_get_time elapses) +item_third_get_time: 1000 + +// Grace time during which only the person who did the most damage to a MVP can get the item? (in milliseconds) (Note 3) +mvp_item_first_get_time: 10000 + +// Grace time during which only the first and second person who did the most damage to a MVP can get the item? (in milliseconds) (Note 3) +// (Takes effect after mvp_item_first_get_time elapses) +mvp_item_second_get_time: 10000 + +// Grace time during which only the first, second and third person who did the most damage to a MVP can get the item (Note 3) +// (Takes effect after mvp_item_second_get_time elapses) +mvp_item_third_get_time: 2000 + +// Item drop rates (Note 2) (Note 3 applies to the rate settings only) + +// The rate the common items are dropped (Items that are in the ETC tab, besides card) +item_rate_common: 100 +item_rate_common_boss: 100 +item_drop_common_min: 1 +item_drop_common_max: 10000 + +// The rate healing items are dropped (items that restore HP or SP) +item_rate_heal: 100 +item_rate_heal_boss: 100 +item_drop_heal_min: 1 +item_drop_heal_max: 10000 + +// The rate at which usable items (in the item tab) other then healing items are dropped. +item_rate_use: 100 +item_rate_use_boss: 100 +item_drop_use_min: 1 +item_drop_use_max: 10000 + +// The rate at which equipment is dropped. +item_rate_equip: 100 +item_rate_equip_boss: 100 +item_drop_equip_min: 1 +item_drop_equip_max: 10000 + +// The rate at which cards are dropped +item_rate_card: 100 +item_rate_card_boss: 100 +item_drop_card_min: 1 +item_drop_card_max: 10000 + +// The rate adjustment for the MVP items that the MVP gets directly in their inventory +item_rate_mvp: 100 +item_drop_mvp_min: 1 +item_drop_mvp_max: 10000 + +// The rate adjustment for card-granted item drops. +item_rate_adddrop: 100 +item_drop_add_min: 1 +item_drop_add_max: 10000 + +// Rate adjustment for Treasure Box drops (these override all other modifiers) +item_rate_treasure: 100 +item_drop_treasure_min: 1 +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) +// Defualt: no (as in official servers). +drop_rate0item: no + +// drop_by_luk: Leave at 0 to use normal drop system. Anything higher than 0 will allow luk to affect drop rates. Note that both methods can be combined (the old method is applied first). + +//Old System. Your luk affects 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 + +//Alternate System: Your luk affects the 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 will drop items (they never give exp)? (Note 1) +// This setting has three available values: +// - 0/no: Nothing drops. +// - 1/yes: 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%) *** +// 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 |