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author | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-09-24 09:13:50 +0000 |
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committer | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-09-24 09:13:50 +0000 |
commit | e17d1bfa00dcde02180df01edf7b028bf1c46432 (patch) | |
tree | c1a6d46f3ad2c9ae7b164803b5210ecdc2c5f6e8 /conf/battle/drops.conf | |
parent | d080398382d6ce1f4a4635e6a9de460994323823 (diff) | |
download | hercules-e17d1bfa00dcde02180df01edf7b028bf1c46432.tar.gz hercules-e17d1bfa00dcde02180df01edf7b028bf1c46432.tar.bz2 hercules-e17d1bfa00dcde02180df01edf7b028bf1c46432.tar.xz hercules-e17d1bfa00dcde02180df01edf7b028bf1c46432.zip |
* Limited manual detection of data truncation to string/enum/blob columns.
* Renamed conf-tmpl to conf.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11284 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'conf/battle/drops.conf')
-rw-r--r-- | conf/battle/drops.conf | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/conf/battle/drops.conf b/conf/battle/drops.conf new file mode 100644 index 000000000..c46de1c85 --- /dev/null +++ b/conf/battle/drops.conf @@ -0,0 +1,148 @@ +// ______ __ __ +// /\ _ \/\ \__/\ \ +// __\ \ \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: 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 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) +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: 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) +// 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%) *** +// 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 |