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📑ItemOptionRate

Central probability table used by the server's entire item generation system (ItemBag, EventItemBag, ItemDrop.txt, MossMerchant.txt, etc.) whenever those files request an item option (Option0 through Option6). Each block (0 to 6) corresponds to one type of item option, and each row within a block defines a probability preset. The value specified by other files in their Option0Option6 columns is simply the Index of one of these presets.

How each row works

After the Index, the remaining columns represent the possible values for that option (for example, +0, +1, +2, etc.). Each cell contains the selection weight for that value. The weights in a row typically add up to 10000, and the higher a value's weight, the more likely it is to be selected. A weight of 0 means that value can never be selected by that preset.

The 7 blocks (one for each option type)

Block

Option (corresponds to Option0Option6 in other files)

Possible column values

0

Item level (+0 to +15)

+0 through +15

1

Skill option

0 or 1

2

Luck option

0 or 1

3

Jewel of Life (JoL) option

+0, +4, +8, +12, +16, +20, +24, +28

4

Excellent option (bitmask)

0, 2, 4, 8, 16, 32, 63

5

Ancient/Set option

0, 1, 2

6

Socket option (number of sockets)

0 through 5

Common preset indices

Index
Typical usage

0

Normal item (regular monster drop)

1

Excellent item

2

Ancient item

3

Chaos Machine combinations

4, 5, 6

Level 2 / Level 1 / Level 3 Wing combinations

7

Monster Wing combination

8

Socket weapon combination

9

Moss Merchant

10

Lucky Item

11 and above

Presets used by EventItemBag—each one locks a specific value or allows only a narrow range of values (see the comments for each row in the file).

Notes

  • When another file uses * in an Option0Option6 column, the server does not look up this file. That option is simply left at its default value, regardless of what is defined here.

  • Presets 11 and above (used by EventItemBag) typically force a single value with a 100% chance or distribute the probability almost evenly across a small range of two or three values. This is how a reward bag can guarantee, for example, that it always generates an item at exactly +3.

  • Editing the weights in this file changes the probability for every item on the server that references the corresponding Index. These presets are shared globally and are not specific to any individual item.

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