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📑Advanced EventBag

Advanced reward bag format: supports multiple independent drop groups, separate item tables, and class restrictions. The number at the beginning of the filename (000 - , 007 - , etc.) must match the Index of a row in EventItemBagManager.txt. This link determines which event or monster uses which bag.

Section 3 — Bag drop group(s)

Column
Accepted values
Description

Index

Number

Identifies this drop group. A file may contain multiple Block 3 sections, each with its own Index. Each group performs its own independent drop roll.

Rate

Number, scale from 0 to 10000

Chance for this group to drop something.

DropInventory

0 or 1

1 = attempts to place items directly into the inventory. 0 = always drops them on the ground.

Section 4 — What each group can drop

Column
Accepted values
Description

Index

A Block 3 Index value

Specifies which drop group this row belongs to.

Section

Number of an item table block (5 or higher, see below)

Item table used when this row is selected.

Rate

Number (weight)

Selection weight for this row, compared only against other rows with the same Index.

Zen

Number

Zen dropped if the referenced item table (Section) does not exist or is empty. Acts as a fallback.

DropCount

Number

Number of times this row performs its drop roll.

Coin1 / Coin2 / Coin3

Number

WCoinC / WCoinP / Goblin Point granted when this row is selected.

Options

Number (sum of flags)

1 = trigger fireworks · 2 = evaluate the class of any party member, not only the player receiving the drop · 4 = drop every item from the selected table (Section) instead of choosing only one · 8 = also generate a random Ancient/Set item. Combine flags by adding their values (e.g. 1 + 8 = 9).

DW / DK / FE / MG / DL / SU / RF

0, 1, 2, or 3

Class restriction: 0 = this class cannot receive the drop. 1, 2, or 3 = available starting from the 1st, 2nd, or 3rd class advancement for that class.

Section 5 (or any number ≥ 5) — Item table

The block number is not fixed to 5—it may be 5, 6, 7, etc. Each block represents a different item table, selected through the Section column in Block 4.

Column
Accepted values
Description

Index

Either a single number (direct item code) or two comma-separated numbers (group,index, e.g. 14,14)

The item. The comma-separated form builds the item code from the item group and item index, just like the Index/Item pair in the Standard format.

Level

Number

Item level.

Grade

Number

For stackable items (such as jewels), this is the stack size. For equipment, it is used as an alternative Excellent option only if Option4 does not generate one.

Option0 – Option6

Number, or *

Each option controls one item attribute (level, skill/luck/additional option, excellent, ancient/set, socket, etc.) through a probability table defined in another file. * = no option applied.

Duration

Number, in seconds, or 0

If greater than 0, the item expires and disappears after that amount of time. 0 = permanent item.

Comment

Text after //

Free comment, ignored by the game.

Notes

  • If this format (Blocks 3/4/5+) contains any content, the server completely ignores the Standard format (Blocks 0/1), even if both are populated in the same file. See EventItemBag - Standard. Never use both formats in the same file.

  • Options (Block 4) is a bitmask represented as the sum of flags, allowing multiple behaviors to be combined in a single value.

  • Grade (Block 5+) changes its meaning depending on the item type: for jewels and other stackable items it represents the stack size, while for equipment it serves as a fallback Excellent option.

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