
* Renamed conf-tmpl to conf. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11284 54d463be-8e91-2dee-dedb-b68131a5f0ec
149 lines
6.1 KiB
Plaintext
149 lines
6.1 KiB
Plaintext
// ______ __ __
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// /\ _ \/\ \__/\ \
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// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
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// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
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///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
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//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
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// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
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// _ _ _ _ _ _ _ _ _ _ _ _ _
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// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
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//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
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// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
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//
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//--------------------------------------------------------------
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// eAthena 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 stright into the users 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 miliseconds)
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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_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_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_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_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_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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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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// 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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// 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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// 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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