BonusManager
Exemple:
0
//Index Year Month Day DoW Hour Minute Second
0 * 1 * * 0 0 0
1 * 10 * * 0 0 0
end
1
//Index StartMessage FinalMessage BonusTime
0 * * 86400
1 * * 86400
end
2
//Index BonusIndex BonusValue_AL0 BonusValue_AL1 BonusValue_AL2 BonusValue_AL3 ItemIndex ItemLevel MapNumber MonsterClass MonsterLevelMin MonsterLevelMax
0 3 1000 1000 1000 1000 7179 3 * * 12 69
1 3 5000 5000 5000 5000 7213 * * * 25 150
..
end
Section 0: Bonus schedule.
- Index: Bonus identification number.
- Check schedule guide for the rest.
Section 1: Bonus main configuration.
- Index: Bonus identification number.
- StartMessage: Index of the message from "Message.txt" that will appear when the bonus starts, -1 if none.
- FinalMessage: Index of the message from "Message.txt" that will appear when the bonus ends, -1 if none.
- BonusTime: Duration of the bonus, in seconds.
Section 2: Bonus effect configuration.
-
Index: Bonus identification number.
-
BonusIndex: Bonus effect effect.
- Extra Experience rate = 0
- Extra Master experience rate = 1
- Extra Specific item drop rate = 2
- Extra Common item drop rate = 3
- Extra Excellent item drop rate = 4
- Extra Ancient item drop rate = 5
- Extra Goblin Point = 6
- Extra Reset = 7
- Extra Master reset = 8
-
BonusValue_AL0~3: Bonus effect value.
-
ItemIndex: Index of the item affected by the bonus, -1 if none.
-
ItemLevel: Level of the item affected by the bonus, -1 if any.
-
MapNumber: Map affected by the bonus, -1 if any.
-
MonsterClass: Monster affected by the bonus, -1 if none.
-
MonsterLevelMin: Minimum level of the monster affected by the bonus, -1 if any.
-
MonsterLevelMax: Maximum level of the monster affected by the bonus, -1 if any.