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//================= Hercules Configuration ================================
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//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2014-2020 Hercules Dev Team
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
// Battle (Drops) Configuration File
//=========================================================================
// Note 1: Value is a config switch (true/false)
// Note 2: Value is in percents (100 means 100%)
//=========================================================================
// If an item is dropped, does it go straight into the users inventory? (Note 1)
item_auto_get: false
// How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds)
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: false
// Can the monster's drop rate become 0? (Note 1)
// Default: false (as in official servers).
drop_rate0item: false
// 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
// 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
// The maximum number of full iterations that server can do when dropping an item with options.
// When picking random options for a dropped item, it does lots of iterations to choose the option to be set,
// this value limits the number of iterations to avoid making the server hang in a long loop.
option_drop_max_loop: 10
// Does autoloot take into account player bonuses and penalties? (Note 1)
// If RENEWAL_DROP, Bubble Gum, or any other modifiers are active autoloot will take them into account.
autoloot_adjust: false
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