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Card Drop Problem

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800000 = 80%

 

 

in ur conf. its only 8000 = 0.80% and this is too low...

 

use @mi <MonsterID>

 

then u will see the changes.. 

Edited by leloush

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@reloadbattleconf


or u can show here what did u do on drops.conf

 

so ppl can look into it and tell what's wrong or wat ever..

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//--------------------------------------------------------------// Hercules 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 straight 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 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: 8000item_rate_common_boss: 8000item_drop_common_min: 1item_drop_common_max: 10000// The rate healing items are dropped (items that restore HP or SP)item_rate_heal: 8000item_rate_heal_boss: 8000item_drop_heal_min: 1item_drop_heal_max: 10000// The rate at which usable items (in the item tab) other then healing items are dropped.item_rate_use: 8000item_rate_use_boss: 8000item_drop_use_min: 1item_drop_use_max: 10000// The rate at which equipment is dropped.item_rate_equip: 8000item_rate_equip_boss: 8000item_drop_equip_min: 1item_drop_equip_max: 10000// The rate at which cards are droppeditem_rate_card: 8000item_rate_card_boss: 500item_drop_card_min: 1item_drop_card_max: 10000// The rate adjustment for the MVP items that the MVP gets directly in their inventoryitem_rate_mvp: 4000item_drop_mvp_min: 1item_drop_mvp_max: 10000// The rate adjustment for card-granted item drops.item_rate_adddrop: 5000item_drop_add_min: 1item_drop_add_max: 10000// Rate adjustment for Treasure Box drops (these override all other modifiers)item_rate_treasure: 4000item_drop_treasure_min: 1item_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)//  XY | 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// 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 itemsrare_drop_announce: 0

I did @reloadbattleconf but nothing fixed. This is my drops.conf

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