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drop rates 10x

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Mar 19th, 2014
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  1. //--------------------------------------------------------------
  2. // Hercules Battle Configuration File
  3. // Originally Translated by Peter Kieser <pfak@telus.net>
  4. // Made in to plainer English by Ancyker
  5. //--------------------------------------------------------------
  6. // Note 1: Value is a config switch (on/off, yes/no or 1/0)
  7. // Note 2: Value is in percents (100 means 100%)
  8. //--------------------------------------------------------------
  9.  
  10. // If an item is dropped, does it go straight into the users inventory? (Note 1)
  11. item_auto_get: no
  12.  
  13. // How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds)
  14. flooritem_lifetime: 60000
  15.  
  16. // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)
  17. item_first_get_time: 3000
  18.  
  19. // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds)
  20. // (Takes effect after item_first_get_time elapses)
  21. item_second_get_time: 1000
  22.  
  23. // 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)
  24. // (Takes effect after the item_second_get_time elapses)
  25. item_third_get_time: 1000
  26.  
  27. // 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)
  28. mvp_item_first_get_time: 10000
  29.  
  30. // Grace time for the first and second MvP so they can get the item? (in milliseconds)
  31. // (Takes effect after mvp_item_first_get_time elapses)
  32. mvp_item_second_get_time: 10000
  33.  
  34. // Grace time for the first, second and third MvP so they can get the item? (in milliseconds)
  35. // (Takes effect after mvp_item_second_get_time elapses)
  36. mvp_item_third_get_time: 2000
  37.  
  38. // Item drop rates (Note 2)
  39.  
  40. // The rate the common items are dropped (Items that are in the ETC tab, besides card)
  41. item_rate_common: 1000
  42. item_rate_common_boss: 1000
  43. item_drop_common_min: 1
  44. item_drop_common_max: 10000
  45.  
  46. // The rate healing items are dropped (items that restore HP or SP)
  47. item_rate_heal: 1000
  48. item_rate_heal_boss: 1000
  49. item_drop_heal_min: 1
  50. item_drop_heal_max: 10000
  51.  
  52. // The rate at which usable items (in the item tab) other then healing items are dropped.
  53. item_rate_use: 1000
  54. item_rate_use_boss: 1000
  55. item_drop_use_min: 1
  56. item_drop_use_max: 10000
  57.  
  58. // The rate at which equipment is dropped.
  59. item_rate_equip: 1000
  60. item_rate_equip_boss: 1000
  61. item_drop_equip_min: 1
  62. item_drop_equip_max: 10000
  63.  
  64. // The rate at which cards are dropped
  65. item_rate_card: 1000
  66. item_rate_card_boss: 100
  67. item_drop_card_min: 1
  68. item_drop_card_max: 10000
  69.  
  70. // The rate adjustment for the MVP items that the MVP gets directly in their inventory
  71. item_rate_mvp: 1000
  72. item_drop_mvp_min: 1
  73. item_drop_mvp_max: 10000
  74.  
  75. // The rate adjustment for card-granted item drops.
  76. item_rate_adddrop: 1000
  77. item_drop_add_min: 1
  78. item_drop_add_max: 10000
  79.  
  80. // Rate adjustment for Treasure Box drops (these override all other modifiers)
  81. item_rate_treasure: 1000
  82. item_drop_treasure_min: 1
  83. item_drop_treasure_max: 10000
  84.  
  85. // Use logarithmic drops? (Note 1)
  86. // Logarithmic drops scale drop rates in a non-linear fashion using the equation
  87. // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
  88. // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
  89. // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
  90. // Y: Original Drop Rate
  91. // X: Rate drop modifier (eg: item_rate_equip)
  92. // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
  93. // -----+---------------------------------------------------------------
  94. // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92
  95. // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00
  96. // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13
  97. // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98
  98. // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69
  99. // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64
  100. // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53
  101. //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13
  102. //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100%
  103. //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100%
  104. item_logarithmic_drops: no
  105.  
  106. // Can the monster's drop rate become 0? (Note 1)
  107. // Default: no (as in official servers).
  108. drop_rate0item: no
  109.  
  110. // Makes your LUK value affect drop rates on an absolute basis.
  111. // Setting to 100 means each luk adds 0.01% chance to find items
  112. // (regardless of item's base drop rate).
  113. drops_by_luk: 0
  114.  
  115. // Makes your LUK value affect drop rates on a relative basis.
  116. // Setting to 100 means each luk adds 1% chance to find items
  117. // (So at 100 luk, everything will have double chance of dropping).
  118. drops_by_luk2: 0
  119.  
  120. // Whether or not Marine Spheres and Floras summoned by Alchemist drop items?
  121. // This setting has three available values:
  122. // 0: Nothing drops.
  123. // 1: Only marine spheres drop items.
  124. // 2: All alchemist summons drop items.
  125. alchemist_summon_reward: 1
  126.  
  127. // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) ***
  128. // This can be set to any value between 0~10000.
  129. // Note: It also announces STEAL skill usage with rare items
  130. // 0 = don't show announces at all
  131. // 1 = show announces for 0.01% drop chance items
  132. // 333 = show announces for 3.33% or lower drop chance items
  133. // 10000 = show announces for all items
  134. rare_drop_announce: 0
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