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  1. // ______ __ __
  2. // /\ _ \/\ \__/\ \
  3. // __\ \ \L\ \ \ ,_\ \ \___ __ ___ __
  4. // /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\
  5. ///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_
  6. //\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\
  7. // \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/
  8. // _ _ _ _ _ _ _ _ _ _ _ _ _
  9. // / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
  10. //( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
  11. // \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
  12. //
  13. //--------------------------------------------------------------
  14. // eAthena Battle Configuration File
  15. // Originally Translated by Peter Kieser <pfak@telus.net>
  16. // Made in to plainer English by Ancyker
  17. //--------------------------------------------------------------
  18. // Note 1: Value is a config switch (on/off, yes/no or 1/0)
  19. // Note 2: Value is in percents (100 means 100%)
  20. //--------------------------------------------------------------
  21.  
  22. // If an item is dropped, does it go stright into the users inventory? (Note 1)
  23. item_auto_get: no
  24.  
  25. // How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
  26. flooritem_lifetime: 60000
  27.  
  28. // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)
  29. item_first_get_time: 3000
  30.  
  31. // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds)
  32. // (Takes effect after item_first_get_time elapses)
  33. item_second_get_time: 1000
  34.  
  35. // 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)
  36. // (Takes effect after the item_second_get_time elapses)
  37. item_third_get_time: 1000
  38.  
  39. // 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)
  40. mvp_item_first_get_time: 10000
  41.  
  42. // Grace time for the first and second MvP so they can get the item? (in milliseconds)
  43. // (Takes effect after mvp_item_first_get_time elapses)
  44. mvp_item_second_get_time: 10000
  45.  
  46. // Grace time for the first, second and third MvP so they can get the item? (in milliseconds)
  47. // (Takes effect after mvp_item_second_get_time elapses)
  48. mvp_item_third_get_time: 2000
  49.  
  50. // Item drop rates (Note 2)
  51.  
  52. // The rate the common items are dropped (Items that are in the ETC tab, besides card)
  53. item_rate_common: 950000
  54. item_rate_common_boss: 950000
  55. item_drop_common_min: 1
  56. item_drop_common_max: 10000
  57.  
  58. // The rate healing items are dropped (items that restore HP or SP)
  59. item_rate_heal: 850000
  60. item_rate_heal_boss: 850000
  61. item_drop_heal_min: 1
  62. item_drop_heal_max: 10000
  63.  
  64. // The rate at which usable items (in the item tab) other then healing items are dropped.
  65. item_rate_use: 950000
  66. item_rate_use_boss: 850000
  67. item_drop_use_min: 1
  68. item_drop_use_max: 10000
  69.  
  70. // The rate at which equipment is dropped.
  71. item_rate_equip: 850000
  72. item_rate_equip_boss: 850000
  73. item_drop_equip_min: 1
  74. item_drop_equip_max: 10000
  75.  
  76. // The rate at which cards are dropped
  77. item_rate_card: 850000
  78. item_rate_card_boss: 850000
  79. item_drop_card_min: 1
  80. item_drop_card_max: 10000
  81.  
  82. // The rate adjustment for the MVP items that the MVP gets directly in their inventory
  83. item_rate_mvp: 850000
  84. item_drop_mvp_min: 1
  85. item_drop_mvp_max: 10000
  86.  
  87. // The rate adjustment for card-granted item drops.
  88. item_rate_adddrop: 850000
  89. item_drop_add_min: 1
  90. item_drop_add_max: 10000
  91.  
  92. // Rate adjustment for Treasure Box drops (these override all other modifiers)
  93. item_rate_treasure: 100000
  94. item_drop_treasure_min: 1
  95. item_drop_treasure_max: 10000
  96.  
  97. // Use logarithmic drops? (Note 1)
  98. // Logarithmic drops scale drop rates in a non-linear fashion using the equation
  99. // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
  100. // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
  101. // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
  102. // Y: Original Drop Rate
  103. // X: Rate drop modifier (eg: item_rate_equip)
  104. // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
  105. // -----+---------------------------------------------------------------
  106. // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92
  107. // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
  108. // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13
  109. // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98
  110. // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69
  111. // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64
  112. // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53
  113. //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13
  114. //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100%
  115. //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%
  116. item_logarithmic_drops: no
  117.  
  118. // Can the monster's drop rate become 0? (Note 1)
  119. // Default: no (as in official servers).
  120. drop_rate0item: no
  121.  
  122. // Makes your LUK value affect drop rates on an absolute basis.
  123. // Setting to 100 means each luk adds 0.01% chance to find items
  124. // (regardless of item's base drop rate).
  125. drops_by_luk: 0
  126.  
  127. // Makes your LUK value affect drop rates on a relative basis.
  128. // Setting to 100 means each luk adds 1% chance to find items
  129. // (So at 100 luk, everything will have double chance of dropping).
  130. drops_by_luk2: 0
  131.  
  132. // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
  133. finding_ore_rate: 100
  134.  
  135. // Whether or not Marine Spheres and Floras summoned by Alchemist drop items?
  136. // This setting has three available values:
  137. // 0: Nothing drops.
  138. // 1: Only marine spheres drop items.
  139. // 2: All alchemist summons drop items.
  140. alchemist_summon_reward: 1
  141.  
  142. // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
  143. // Note: It also announces STEAL skill usage with rare items
  144. // 0 = don't show announces at all
  145. // 1 = show announces for 0.01% drop chance items
  146. // 333 = show announces for 3.33% or lower drop chance items
  147. // 10000 = show announces for all items
  148. rare_drop_announce: 0
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