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| //-------------------------------------------------------------- | |
| // rAthena 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 straight into the user's 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 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_rate_common_mvp: 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_rate_heal_mvp: 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_rate_use_mvp: 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_rate_equip_mvp: 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_rate_card_mvp: 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 | |
| // Mode: 0 - official order, 1 - random order, 2 - all items | |
| item_rate_mvp: 100 | |
| item_drop_mvp_min: 1 | |
| item_drop_mvp_max: 10000 | |
| item_drop_mvp_mode: 0 | |
| // 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 | |
| // Increase item drop rate +0.01%? (Note 1) | |
| // On official servers it is possible to get 0.00% drop chance so all items are increased by 0.01%. | |
| // NOTE: This is viewed as a bug to rAthena. | |
| // Default: no | |
| drop_rateincrease: 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%) *** | |
| // This can be set to any value between 0~10000. | |
| // 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 | |
| // 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: 0 | |
| // Does autoloot work when a monster is killed by mercenary only? | |
| mercenary_autoloot: no | |
| // Is getting items from a mercenary disabled when their master's idle? | |
| // Set to no, or the amount of seconds (NOT milliseconds) that need to pass before considering | |
| // a character idle. | |
| // Characters in a chat/vending are always considered idle. | |
| // A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement. | |
| // Their master will only receive items if 'mercenary_autoloot' is activated, | |
| // otherwise they will be dropped on the ground as usual. | |
| // NOTE: This option uses a special timer to track idle time, separated from the normal idle timer. | |
| mer_idle_no_share: no | |
| // How the server should measure the mercenary master's idle time? (Note 3) | |
| // (This will only work if 'mer_idle_no_share' is enabled). | |
| // 0x001 - Walk Request | |
| // 0x002 - UseSkillToID Request (Targetted skill use attempt) | |
| // 0x004 - UseSkillToPos Request (AoE skill use attempt) | |
| // 0x008 - UseItem Request (Including equip/unequip) | |
| // 0x010 - Attack Request | |
| // 0x020 - Chat Request (Whisper, Party, Guild, Battlegrounds, etc) | |
| // 0x040 - Sit/Standup Request | |
| // 0x080 - Emotion Request | |
| // 0x100 - DropItem Request | |
| // 0x200 - @/#Command Request | |
| // Please note that at least 1 option has to be enabled. | |
| // Be mindful that the more options used, the easier it becomes to cheat this features. | |
| // Default: walk (0x1) + useskilltoid (0x2) + useskilltopos (0x4) + useitem (0x8) + attack (0x10) = 0x1F | |
| // NOTE: This allows you to configure different settings for mercenary, separated from normal idle timer and 'idletime_option'. | |
| // It will only apply to mercenary-only kills and it will not affect normal autoloot and party share options. | |
| idletime_mer_option: 0x1F | |
| // If drop rate was below this amount and bonus is applied to it, the bonus can't make it exceed this amount. | |
| drop_rate_cap: 9000 | |
| drop_rate_cap_vip: 9000 | |
| // Displays a colored pillar effect for items dropped by monsters that contain random options. | |
| rndopt_drop_pillar: on |