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About Drop Rate


PapaZola

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hello all

i have a problem

when i using commands example like this

@spawn poring-all item will drop when i kill

but when i go prt_fild04 and kill the poring

drop rate changes to hard

where the real problem?

i must change on mob_db?

here my drops.conf

// ______ __ __

// /\ _ \/\ \__/\ \

// __\ \ \L\ \ \ ,_\ \ \___ __ ___ __

// /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\

///\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \L\.\_

//\ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\

// \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/

// _ _ _ _ _ _ _ _ _ _ _ _ _

// / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \

//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )

// \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/

//

//--------------------------------------------------------------

// eAthena Battle Configuration File

// Originally Translated by Peter Kieser <[email protected]>

// 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 stright into the users 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 miliseconds)

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: 50000

// 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: 1000000

// 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: 1000000

// 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: 1000000

// 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: 1000000

// 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: 1000000

// Item drop rates (Note 2)

// The rate the common items are dropped (Items that are in the ETC tab, besides card)

item_rate_common: 1000000

item_rate_common_boss: 1000000

item_drop_common_min: 10000

item_drop_common_max: 10000

// The rate healing items are dropped (items that restore HP or SP)

item_rate_heal: 1000000

item_rate_heal_boss: 1000000

item_drop_heal_min: 10000

item_drop_heal_max: 1000000

// The rate at which usable items (in the item tab) other then healing items are dropped.

item_rate_use: 1000000

item_rate_use_boss: 300000

item_drop_use_min: 10000

item_drop_use_max: 10000

// The rate at which equipment is dropped.

item_rate_equip: 1000000

item_rate_equip_boss: 1000000

item_drop_equip_min: 10000

item_drop_equip_max: 10000

// The rate at which cards are dropped

item_rate_card: 500000

item_rate_card_boss: 500000

item_drop_card_min: 10000

item_drop_card_max: 10000

// The rate adjustment for the MVP items that the MVP gets directly in their inventory

item_rate_mvp: 500000

item_drop_mvp_min: 10000

item_drop_mvp_max: 10000

// The rate adjustment for card-granted item drops.

item_rate_adddrop: 500000

item_drop_add_min: 10000

item_drop_add_max: 10000

// Rate adjustment for Treasure Box drops (these override all other modifiers)

item_rate_treasure: 1000000

item_drop_treasure_min: 10000

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

// 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%) ***

// 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

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here is a example if you want a 10% drop rate the calculation is this 10x100 = 1000, put 1000 to your item_rate

if you want 100% drop rate the calculation is this 100x100 = 10000, put 10000 to your item_rate

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at my drops.conf have wrong?

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