[Guide] Setting EventItemBags (5-12)

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[Guide] Setting EventItemBags (5-12)

Post by  on Sun Dec 23, 2007 1:20 pm

Guide] Setting EventItemBags (5-12)


There is very nice guide from HellSing related to "EventItemBag, shops
and more" but I miss more details about bags. Me and couple of my
friends have spent some time to get more info for you.

All tests were done on FMG 1.02 server from 2006-04-21. Some of them
were verified on CzF 1.02 0.85 server with the same results.


All EventItemBag files have the following common format and common parameters:
Code:
id1 id2 lvl x exc y // comment

where:

id1 id2 - Item number, based on e.g. /data/lang/kor/item(kor).txt
lvl - Item level
x - No effect
exc - Excellent item (1) or not-excellent (0)
y - No effect


But there are differences for specific bags. Following info covers
hearts of love, boxes of kundun and gold medals. I believe most of this
info will work also for bags 1-4 (not tested).



Part 1 - Heart of love (bag 5)

lvl - Specifies minimal level of a dropped item. Maximum level is lvl+4. Attention: If the item level is higher than +15, actual item level will be modulo 16.

Example 1: With lvl = 0 drop will be +0, +1, +2, +3 and +4
Example 2: With lvl = 5 drop will be +5, +6, +7, +8 and +9
Example 3: With lvl = 13 drop will be +13, +14, +15, +0 and +1

exc - No effect. Non-excellent items always drop.


Results (15 sets with 100 hearts in each):

Item level: Each of the possible levels to drop has probability of 20%

Example: With lvl = 5, each level (+5, +6, +7, +8 and +9) has probability 20%

Item luck: 50%

Item skill: 50%

Item option: 50% of all items will have no option, rest is divided almost equally between (+4%, +8% and +12%)



Part 2 - Box of kundum +1 (bag Cool

lvl - Valid only with exc = 0. In this situation, it specifies minimal level of a dropped item. Maximum level is lvl+1. Attention: If the item level is higher than +15, actual item level will be modulo 16. If exc = 1, all dropped items will have have level +0.


Results (10 sets with 100 boxes in each):

Item level: With exc = 0, each of the possible levels to drop has probability of 50%. With exc = 1, all dropped items will have level +0.

Example: With lvl = 2 (with exc = 0 ), each possible level (+2 and +3) has probability 50%

Item luck: 50%

Item skill: 50%

Item option: 50% of all items will have no option, rest is divided almost equally between (+4%, +8% and +12%)


Attention: When setting boxes of kundum (e.g. for BOK +1), be carefull with exc:
- If you set EledoradoGoldGoblenItemDropRate (in /data/commonserver.cfg) to non-zero value, then:
-
If you set EledoradoGoldGoblenExItemDropRate (in
/data/commonserver.cfg) to 0, your bag 8 must have at least one
non-excellent item specified!
- If you set
EledoradoGoldGoblenExItemDropRate (in /data/commonserver.cfg) to 100,
your bag 8 must have at least one excellent item specified!
-
If you set EledoradoGoldGoblenExItemDropRate (in
/data/commonserver.cfg) to value between 0 and 100, your bag 8 must
have at least one excellent item and at least one non-excellent item
specified!
Otherwise your server will probably crash with exception message.



Part 3 - Gold Medal (bag 6)

lvl - Specifies minimal level of a dropped item. Maximum level is lvl+3. Attention: If the item level is higher than +15, actual item level will be modulo 16. If exc = 1, all dropped items will have have level +0.

exc - No effect. Non-excellent items always drop.


Results (4 sets with 100 gold medals in each):

Item level: Minimal possible level drops with 40% probability, next and maximum levels with 30% each.

Example: With lvl = 6, 40% of dropped items will have level +6, 30% will have level +7 and 30% will have item +8

Item luck: 50%

Item skill: 50%

Item option: 40-50% of all items will have no option, rest is almost divided equally between (+4%, +8% and +12%)


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