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195 lines
8.2 KiB
Plaintext
195 lines
8.2 KiB
Plaintext
4 months ago
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//--------------------------------------------------------------
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// rAthena Battle Configuration File
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// Originally Translated by Peter Kieser <pfak@telus.net>
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// Made in to plainer English by Ancyker
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//--------------------------------------------------------------
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// Note 1: Value is a config switch (on/off, yes/no or 1/0)
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// Note 2: Value is in percents (100 means 100%)
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//--------------------------------------------------------------
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// If an item is dropped, does it go straight into the user's inventory? (Note 1)
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item_auto_get: no
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// How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds)
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flooritem_lifetime: 60000
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// 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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item_first_get_time: 3000
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// 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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// (Takes effect after item_first_get_time elapses)
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item_second_get_time: 1000
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// 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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// (Takes effect after the item_second_get_time elapses)
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item_third_get_time: 1000
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// 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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mvp_item_first_get_time: 10000
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// Grace time for the first and second MvP so they can get the item? (in milliseconds)
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// (Takes effect after mvp_item_first_get_time elapses)
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mvp_item_second_get_time: 10000
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// Grace time for the first, second and third MvP so they can get the item? (in milliseconds)
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// (Takes effect after mvp_item_second_get_time elapses)
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mvp_item_third_get_time: 2000
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// Item drop rates (Note 2)
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// The rate the common items are dropped (Items that are in the ETC tab, besides card)
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item_rate_common: 100
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item_rate_common_boss: 100
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item_rate_common_mvp: 100
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item_drop_common_min: 1
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item_drop_common_max: 10000
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// The rate healing items are dropped (items that restore HP or SP)
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item_rate_heal: 100
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item_rate_heal_boss: 100
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item_rate_heal_mvp: 100
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item_drop_heal_min: 1
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item_drop_heal_max: 10000
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// The rate at which usable items (in the item tab) other then healing items are dropped.
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item_rate_use: 100
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item_rate_use_boss: 100
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item_rate_use_mvp: 100
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item_drop_use_min: 1
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item_drop_use_max: 10000
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// The rate at which equipment is dropped.
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item_rate_equip: 100
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item_rate_equip_boss: 100
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item_rate_equip_mvp: 100
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item_drop_equip_min: 1
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item_drop_equip_max: 10000
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// The rate at which cards are dropped
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item_rate_card: 100
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item_rate_card_boss: 100
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item_rate_card_mvp: 100
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item_drop_card_min: 1
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item_drop_card_max: 10000
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// The rate adjustment for the MVP items that the MVP gets directly in their inventory
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// Mode: 0 - official order, 1 - random order, 2 - all items
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item_rate_mvp: 100
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item_drop_mvp_min: 1
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item_drop_mvp_max: 10000
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item_drop_mvp_mode: 0
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// The rate adjustment for card-granted item drops.
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item_rate_adddrop: 100
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item_drop_add_min: 1
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item_drop_add_max: 10000
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// Rate adjustment for Treasure Box drops (these override all other modifiers)
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item_rate_treasure: 100
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item_drop_treasure_min: 1
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item_drop_treasure_max: 10000
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// Use logarithmic drops? (Note 1)
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// Logarithmic drops scale drop rates in a non-linear fashion using the equation
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// Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
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// Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
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// Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
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// Y: Original Drop Rate
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// X: Rate drop modifier (eg: item_rate_equip)
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// 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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// -----+---------------------------------------------------------------
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// 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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// 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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// 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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// 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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// 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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// 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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// 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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//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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//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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//50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%
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item_logarithmic_drops: no
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// Can the monster's drop rate become 0? (Note 1)
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// Default: no (as in official servers).
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drop_rate0item: no
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// Increase item drop rate +0.01%? (Note 1)
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// On official servers it is possible to get 0.00% drop chance so all items are increased by 0.01%.
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// NOTE: This is viewed as a bug to rAthena.
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// Default: no
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drop_rateincrease: no
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// Makes your LUK value affect drop rates on an absolute basis.
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// Setting to 100 means each luk adds 0.01% chance to find items
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// (regardless of item's base drop rate).
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drops_by_luk: 0
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// Makes your LUK value affect drop rates on a relative basis.
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// Setting to 100 means each luk adds 1% chance to find items
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// (So at 100 luk, everything will have double chance of dropping).
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drops_by_luk2: 0
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// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
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finding_ore_rate: 100
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// Whether or not Marine Spheres and Floras summoned by Alchemist drop items?
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// This setting has three available values:
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// 0: Nothing drops.
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// 1: Only marine spheres drop items.
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// 2: All alchemist summons drop items.
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alchemist_summon_reward: 1
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// Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
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// This can be set to any value between 0~10000.
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// Note: It also announces STEAL skill usage with rare items
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// 0 = don't show announces at all
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// 1 = show announces for 0.01% drop chance items
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// 333 = show announces for 3.33% or lower drop chance items
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// 10000 = show announces for all items
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rare_drop_announce: 0
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// Does autoloot take into account player bonuses and penalties? (Note 1)
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// If RENEWAL_DROP, Bubble Gum, or any other modifiers are active autoloot
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// will take them into account.
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autoloot_adjust: 0
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// Does autoloot work when a monster is killed by mercenary only?
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mercenary_autoloot: no
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// Is getting items from a mercenary disabled when their master's idle?
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// Set to no, or the amount of seconds (NOT milliseconds) that need to pass before considering
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// a character idle.
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// Characters in a chat/vending are always considered idle.
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// A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement.
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// Their master will only receive items if 'mercenary_autoloot' is activated,
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// otherwise they will be dropped on the ground as usual.
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// NOTE: This option uses a special timer to track idle time, separated from the normal idle timer.
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mer_idle_no_share: no
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// How the server should measure the mercenary master's idle time? (Note 3)
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// (This will only work if 'mer_idle_no_share' is enabled).
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// 0x001 - Walk Request
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// 0x002 - UseSkillToID Request (Targetted skill use attempt)
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// 0x004 - UseSkillToPos Request (AoE skill use attempt)
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// 0x008 - UseItem Request (Including equip/unequip)
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// 0x010 - Attack Request
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// 0x020 - Chat Request (Whisper, Party, Guild, Battlegrounds, etc)
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// 0x040 - Sit/Standup Request
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// 0x080 - Emotion Request
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// 0x100 - DropItem Request
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// 0x200 - @/#Command Request
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// Please note that at least 1 option has to be enabled.
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// Be mindful that the more options used, the easier it becomes to cheat this features.
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// Default: walk (0x1) + useskilltoid (0x2) + useskilltopos (0x4) + useitem (0x8) + attack (0x10) = 0x1F
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// NOTE: This allows you to configure different settings for mercenary, separated from normal idle timer and 'idletime_option'.
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// It will only apply to mercenary-only kills and it will not affect normal autoloot and party share options.
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idletime_mer_option: 0x1F
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// If drop rate was below this amount and bonus is applied to it, the bonus can't make it exceed this amount.
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drop_rate_cap: 9000
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drop_rate_cap_vip: 9000
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// Displays a colored pillar effect for items dropped by monsters that contain random options.
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rndopt_drop_pillar: on
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