Ninetynine Posted October 30, 2012 Group: Members Topic Count: 4 Topics Per Day: 0.00 Content Count: 11 Reputation: 0 Joined: 10/18/12 Last Seen: April 30, 2015 Share Posted October 30, 2012 (edited) Hi! I need help figuring why my drop rates are not passing over 10%. They will change if you edit the drop rate below 10%. Here is my drops.conf: //-------------------------------------------------------------- // rAthena 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: 40000 // 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: 70000 item_rate_common_boss: 100 item_drop_common_min: 1 item_drop_common_max: 1000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 50000 item_rate_heal_boss: 100 item_drop_heal_min: 1 item_drop_heal_max: 1000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 20000 item_rate_use_boss: 100 item_drop_use_min: 1 item_drop_use_max: 1000 // The rate at which equipment is dropped. item_rate_equip: 40000 item_rate_equip_boss: 100 item_drop_equip_min: 1 item_drop_equip_max: 1000 // The rate at which cards are dropped item_rate_card: 1000 item_rate_card_boss: 100 item_drop_card_min: 1 item_drop_card_max: 1000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory item_rate_mvp: 1000 item_drop_mvp_min: 1 item_drop_mvp_max: 1000 // The rate adjustment for card-granted item drops. item_rate_adddrop: 5000 item_drop_add_min: 1 item_drop_add_max: 1000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 20000 item_drop_treasure_min: 1 item_drop_treasure_max: 1000 // 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%) *** // 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 Edited October 30, 2012 by grett999 Quote Link to comment Share on other sites More sharing options...
Brian Posted October 30, 2012 Group: Members Topic Count: 75 Topics Per Day: 0.02 Content Count: 2223 Reputation: 593 Joined: 10/26/11 Last Seen: June 2, 2018 Share Posted October 30, 2012 It's because you set all your item_drop_*****_max to 1000. 1000 = 10.00 % You should leave all the item_drop_*****_max at 10000 (10000 = 100.00 %) unless you want the max drop chance to be less than 100%. Quote Link to comment Share on other sites More sharing options...
Ninetynine Posted October 30, 2012 Group: Members Topic Count: 4 Topics Per Day: 0.00 Content Count: 11 Reputation: 0 Joined: 10/18/12 Last Seen: April 30, 2015 Author Share Posted October 30, 2012 Oh. I probably accidentally erase 1 zero to those when trying different rates. Thanks for your help! It's working now! SOLVED! Admin can lock/erase this thread. (sorry for the trouble) Quote Link to comment Share on other sites More sharing options...
Question
Ninetynine
Hi! I need help figuring why my drop rates are not passing over 10%.
They will change if you edit the drop rate below 10%.
Here is my drops.conf:
//--------------------------------------------------------------
// rAthena 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: 40000
// 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: 70000
item_rate_common_boss: 100
item_drop_common_min: 1
item_drop_common_max: 1000
// The rate healing items are dropped (items that restore HP or SP)
item_rate_heal: 50000
item_rate_heal_boss: 100
item_drop_heal_min: 1
item_drop_heal_max: 1000
// The rate at which usable items (in the item tab) other then healing items are dropped.
item_rate_use: 20000
item_rate_use_boss: 100
item_drop_use_min: 1
item_drop_use_max: 1000
// The rate at which equipment is dropped.
item_rate_equip: 40000
item_rate_equip_boss: 100
item_drop_equip_min: 1
item_drop_equip_max: 1000
// The rate at which cards are dropped
item_rate_card: 1000
item_rate_card_boss: 100
item_drop_card_min: 1
item_drop_card_max: 1000
// The rate adjustment for the MVP items that the MVP gets directly in their inventory
item_rate_mvp: 1000
item_drop_mvp_min: 1
item_drop_mvp_max: 1000
// The rate adjustment for card-granted item drops.
item_rate_adddrop: 5000
item_drop_add_min: 1
item_drop_add_max: 1000
// Rate adjustment for Treasure Box drops (these override all other modifiers)
item_rate_treasure: 20000
item_drop_treasure_min: 1
item_drop_treasure_max: 1000
// 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%) ***
// 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
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