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[HELP] Adena drop rate
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Luniage - a custom Interlude client on Unity, with its own server Hi everyone. I've been quietly working on this for a long time and I think it's finally at the point where it's worth showing. Short version: it's Interlude, but the client and the server are both mine. The client is a custom one, built in Unity — not a patched or reskinned original. The server is written from scratch in C#. The only thing that comes from the old game is the content: the world, the models, the animations, the sounds, the icons, the interface art. The game looks and feels like the game you know. Everything underneath it is new. Why do this at all Because the old client is a 2004 executable and anyone who has ever tried to add something to it knows exactly how that conversation ends. You can't add a window. You can't change how a skill looks. You can't fix a bug that's staring you in the face. Every server that wanted a feature of its own had to fake it through HTML dialogs and system messages, because the client simply won't bend. At some point it stops being worth fighting. I'd rather keep the game and rebuild everything around it. Where it is right now You can sit down and play it. Not a tech demo, not a walk-around-and-look-at-the-trees build - an actual character. Most of the game is in: movement, combat, the skill system with its real formulas and timings, items and equipment, enchanting, shops and player trade, quests, parties, clans, and the whole interface that ties it together. Progression works from level 1 all the way through A grade - you can level, gear up, join a clan and run content today. What's missing isn't the foundation. It's the top end - and that's exactly where the work is pointed next. Videos What I'm working on now Castle sieges and the Olympiad. The two biggest systems the game has, the ones that turn a working world into a server people actually stay on. And visual effects. They already run, but "runs" and "looks the way you remember it" are two very different things, and closing that gap turned out to be a much longer road than I expected. I'm going through them one by one. Does it run outside Windows Yes. It's a Unity project, so Windows, Mac and Linux are just build targets. I actually develop on a Mac, which has kept the whole thing honest about staying portable. Will it work with my existing server No, and it never will. The client talks to my server and nothing else - that's the trade I made, and it's the reason everything above is possible in the first place. If you're looking for a drop-in replacement client for a setup you already have, this isn't it. What's the goal First and foremost, to launch my own project on it. That's what the client and the server are being built for, and that's what sets the priorities. Longer term, I'd like to open-source it. This community has spent twenty years working around a client nobody can touch, and I think the honest ending to this story is handing over something people can actually build on. I'm not putting a date on that - first it has to be good enough to be worth someone else's time. Can I try it Not yet. When there's a build worth handing out, it gets posted here first. In the meantime I'll be posting progress regularly, and I read every reply. If you've run a server, built a client, or just spent a decade staring at this game and know exactly which detail everyone gets wrong — please say so. A good share of what's right in this project is right because somebody pointed at a screenshot and said "that's not how it looked." Thanks for reading.
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A√imas†i©™
Kalhspera exw ena server L2j (version = 4001) kai 8elw na alaksw to drop rate twn adena kai dn to vriskw :SSS
to rates.properties mou einai auto :
# ---------------------------------------------------------------------------
# Rate Settings
# ---------------------------------------------------------------------------
# The defaults are set to be retail-like. If you modify any of these settings your server will deviate from being retail-like.
# Warning:
# Please take extreme caution when changing anything. Also please understand what you are changing before you do so on a live server.
# ---------------------------------------------------------------------------
# Standard Settings (Retail value = 1)
# ---------------------------------------------------------------------------
# Experience multiplier
RateXp = 10
# Skill points multiplier
RateSp = 10
# Experience multiplier (Party)
RatePartyXp = 1
# Skill points multiplier (Party)
RatePartySp = 1
#
RateConsumableCost = 1
#
RateDropItems = 2
#
RateRaidDropItems = 1
#
RateDropSpoil = 1
#
RateDropManor = 1
#
RateExtractFish = 1
#
RateKarmaExpLost = 1
#
RateSiegeGuardsPrice = 1
# Quest Multipliers
# Warning: Many quests need to be rewritten
# for this setting to work properly.
# Quest item drop multiplier
RateQuestDrop = 1
# Exp/SP reward multipliers
RateQuestRewardXP = 1
#
RateQuestRewardSP = 1
# Adena reward multiplier
RateQuestRewardAdena = 2
# Use additional item multipliers?
# Default: False
UseQuestRewardMultipliers = False
# Default reward multiplier
# When UseRewardMultipliers=False - default multiplier is used for any reward
# When UseRewardMultipliers=True - default multiplier is used for all items not affected by additional multipliers
# Default: 1
RateQuestReward = 1
# Additional quest-reward multipliers based on item type
RateQuestRewardPotion = 1
#
RateQuestRewardScroll = 1
#
RateQuestRewardRecipe = 1
#
RateQuestRewardMaterial = 1
# List of items affected by custom drop rate by id, used now for Adena rate too.
# Usage: itemId1,dropChance1;itemId2,dropChance2;...
# Note: Make sure the lists do NOT CONTAIN trailing spaces or spaces between the numbers!
# Example for Raid boss 1x jewelry: 6656,1;6657,1;6658,1;6659,1;6660,1;6661,1;6662,1;8191,1;10170,1;10314,1;
# Default: 57,1
RateDropItemsById = 57,1
# ---------------------------------------------------------------------------
# Vitality system rates. Works only if EnableVitality = True
# ---------------------------------------------------------------------------
# The following configures the xp multiplicator of each vitality level. Basically, you have
# 5 levels, the first one being 0. Official rates are:
# Level 1: 150%
# Level 2: 200%
# Level 3: 250%
# Level 4: 300%
# Take care setting these values according to your server rates, as the can lead to huge differences!
# Example with a server rate 15x and a level 4 vitality = 3. => final server rate = 45 (15x3)!
RateVitalityLevel1 = 1.5
#
RateVitalityLevel2 = 2.
#
RateVitalityLevel3 = 2.5
#
RateVitalityLevel4 = 3.
# These options are to be used if you want to increase the vitality gain/lost for each mob you kills
# Default values are 1.
RateVitalityGain = 1.
#
RateVitalityLost = 1.
# This defines how many times faster do the players regain their vitality when in peace zones
RateRecoveryPeaceZone = 1.
# This defines how many times faster do the players regain their vitality when offline
# Note that you need to turn on "RecoverVitalityOnReconnect" to have this option effective
RateRecoveryOnReconnect = 4.
# ---------------------------------------------------------------------------
# Player Drops (values are set in PERCENTS)
# ---------------------------------------------------------------------------
PlayerDropLimit = 0
# in %
PlayerRateDrop = 0
# in %
PlayerRateDropItem = 0
# in %
PlayerRateDropEquip = 0
# in %
PlayerRateDropEquipWeapon = 0
# ---------------------------------------------------------------------------
# Player XP % lost on death.
# ---------------------------------------------------------------------------
# Must be defined an interval per each % following this:
# [limit1m,limit1M]-val1;[limit2m,limit2M]-val2;...
# For undefined intervals, default value is 1.0 .
# Example (Default settings):
# 0,39-7.0;40,75-4.0;76,76-2.5;77,77-2.0;78,78-1.5
# This will set 7.0 from 0 to 39 (included), 4.00 from 40 to 75 (included),
# 2.5 to 76, 2.0 to 77 and 1.5 to 78
# XP loss is affected by clan luck in core
PlayerXPPercentLost = 0,39-7.0;40,75-4.0;76,76-2.5;77,77-2.0;78,78-1.5
# Default: 10
KarmaDropLimit = 10
# Default: 40
KarmaRateDrop = 40
# Default: 50
KarmaRateDropItem = 50
# Default: 40
KarmaRateDropEquip = 40
# Default: 10
KarmaRateDropEquipWeapon = 10
# ---------------------------------------------------------------------------
# Pets (Default value = 1)
# ---------------------------------------------------------------------------
PetXpRate = 10
#
PetFoodRate = 1
#
SinEaterXpRate = 10
# ---------------------------------------------------------------------------
# Herbs
# ---------------------------------------------------------------------------
# Herb of Power, Herb of Magic, Herb of Attack Speed, Herb of Casting Speed, Herb of Critical Attack, Herb of Speed
# Default: 15
RateCommonHerbs = 15
# Herb of Life, Herb of Mana
# Default: 10
RateHpMpHerbs = 10
# Greater herb of Life, Greater Herb of Mana
# Default: 4
RateGreaterHerbs = 4
# Superior Herb of Life, Superior Herb of Mana
# Default: 0.8
RateSuperiorHerbs = 0.8
# Herb of Warrior, Herb of Mystic, Herb of Recovery
# Default: 0.2
RateSpecialHerbs = 0.2
# Rate to configure the chance in percent vitality resplenishing herbs are dropping.
# Note you'll need to enable EnableVitalityHerbs
# Notes:
# Works only if EnableVitality = True
RateVitalityHerbs = 2.
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