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📑ItemDrop

General drop table for special items (jewels, symbols, event boxes, etc.) dropped by monsters, with filters based on map, monster class, and monster level.

Column
Accepted values
Description

Index

Number (combined item code)

The item that can be dropped. Unlike many other files, this one does not use separate Section/Type columns—it stores the complete item code directly.

DropLog

0 or 1

Controls only whether this specific drop is written to the item drop log (WriteItemDropLog). It does not determine whether the item can drop.

Level

Number

Fixed item level when dropped.

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.

MapNumber

Map ID, or *

Restricts the drop to a specific map. * = any map.

MonsterClass

Monster class ID, or *

Restricts the drop to a specific monster. * = any monster.

MonsterLevelMin / MonsterLevelMax

Number, or *

Restricts the drop based on the defeated monster's level. * = no limit on that side of the range.

DropRate_AL0 – AL3

Number from 0 to 1,000,000, or *

Drop chance for Free / VIP1 / VIP2 / VIP3 accounts (e.g. 1000 = 0.1%). * = always participates in the drop selection with the minimum possible weight.

Comment

Text after //

Free comment (typically the item name), ignored by the game.

Notes

  • DropLog is not an enable/disable switch for the drop. It only controls whether successful drops are recorded in the log file. The actual drop chance is determined by DropRate_AL0–AL3.

  • Many event items in the default configuration (Ribbon Boxes, Chocolate Boxes, Sweet Boxes, Lucky Coins, Pumpkins, etc.) have all DropRate values set to 0 for every account level. This means they do not drop under normal conditions. They only become obtainable when an item drop bonus (configured in BonusManager.dat) is active, since the bonus formula can increase a drop chance that starts at zero.

  • MapNumber, MonsterClass, MonsterLevelMin, and MonsterLevelMax together determine whether a row is eligible for the drop calculation. If the defeated monster does not satisfy all specified filters, that row is ignored.

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