📑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.
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
DropLogis 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 byDropRate_AL0–AL3.Many event items in the default configuration (Ribbon Boxes, Chocolate Boxes, Sweet Boxes, Lucky Coins, Pumpkins, etc.) have all
DropRatevalues set to0for every account level. This means they do not drop under normal conditions. They only become obtainable when an item drop bonus (configured inBonusManager.dat) is active, since the bonus formula can increase a drop chance that starts at zero.MapNumber,MonsterClass,MonsterLevelMin, andMonsterLevelMaxtogether 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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