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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.