SpeedMax = 1500, maximum speed, come and become Liu Xiang! Modifying the minimum speed will improve the speed of the whole game, including your attack speed, casting speed, running speed and so on. Of course, monsters are not slow. . . So try not to go to 2000. . . . Why don't you keep chasing monsters? Some players who are dissatisfied with the upper limit of 150% attack speed can modify the maximum speed to make your skills and equipment exceed the upper limit. If it is changed to 2000, the maximum speed will reach 200%.
Exploteambonus =1333, team experience reward.
SwapRune_One = 125000, exchange stone coins.
SwapRune_Two = 25000, same as above.
SwapRune_Three = 5000, same as above.
SwapRune_Four = 500, same as above, thanks to crest 100.
SwapRune_Foreign = 1500, exchange factors with other professional runes.
Forglot _ broncefactor =1000, the notch factor related to forging damage.
Forgelot _ silver factor = 1070, forging silver groove factor.
Forglot _ gold factor =1150. The above factors for forging gold grooves are the exchange of symbols and the money needed for forging, which can be modified appropriately in the initial difficult period.
IsUsableByHero = 700, regardless of whether the hero's usability is improved or not, it is your occupation (don't exceed 1000, otherwise you will only lose weapons and rings, not clothes).
IsRuneForHero = 400, whether to drop this professional rune stone is similar to the above, thanks to kfkxzw for providing it.
SkillGroupPoints = 5, skill group points are gray and often useful. People in the passive back group need forward points. If you change it to 0, you can learn directly. For example, if they are dual-holders, they don't need the previous point support. Thanks to renwopa for providing.
SkillPivotPoint = 100, which seems to be the total number of passive skills. That is to say, if you change it to 1, this skill will have the greatest effect, but the 75-level breakthrough reward and active skill enhancement will be gone. . . Thanks to renwopa for providing
QuestExplow = the minimum experience value given by the task.
QuestGoldlow = the minimum amount given by the task.
QuestGoldmax = the largest sum of money given by the task. Thanks to xlibfly for providing.
QuestExpmax = the maximum experience value given by the task; Blessed are the players who like tasks. Modify it a little higher, and you won't be depressed because it's not strange to run the task for 2 hours 10 minutes.
-Thanks to Liang Schmitz for providing-
NORMAL_STANDARD = 350, (loss rate of common monsters)
NORMAL_RUNE = 15, (the probability that an ordinary monster drops a rune stone) Rune stone is something to learn skills. I don't know how you translated it.
CHAMP_STANDARD = 700, (the loss rate of the monster leader is to look at the scarlet monster on the small map)
CHAMP _ Rune = 45, (the probability that the monster leader drops the rune stone)
BOSS_STANDARD = 1000, (BOSS, (boss loss rate)
BOSS _ rune = 600, (probability BOSS BOSS falling rune stone)
EXTRAGOLD = 0, (if money is multiplied, 0 = ordinary 100 means increase 100% = double).
Extra potion =0, (multiple of drop potion, 0 = ordinary 100 means increase 100% = double).
Extra rune = 0, (multiple of lost rune stone, 0 = normal 100 means increase 100% = double)
Trader_Item = 2300, (the number of weapons, armor and jewelry sold by the merchant shall not exceed 8000 or it will collapse).
Trader_Many = 10000, (the number of goods sold by merchants, the higher this revision, the more goods sold, such as the number of merbromin).
Trader_SpecialOffer = 0, (the probability that a businessman sells advanced props is more than gold).
Well _ potion = 1000, (the probability of dropping a potion higher than your own)
QUEST_UNIQUE = 0, (the probability of getting advanced props through task rewards)
SUBFAMDROP_LOWCHANCE = 10, (probability of loss of low-grade gemstones and low-grade alchemical materials)
Subfamdrop _ high chance =100, (the loss probability of high-grade gems and high-grade alchemy materials)
-Thanks to Liang Schmitz for providing-
DropMaxRandomRare = 13,
DropPowerupRare = 4, thanks to winstonzhu's critical rate for rare items.
RangePickupLoot = 200, which should be the range of picking things up, to be tested.
The following are the retention time and disappearance time after falling, which have been tested.
dropTimeItemReserved = 30,
dropTimeItemDestroy = 60,
droptimeitemnunloadeddestroy = 120,
TraderOfferUpperRareBase = 6 This is the base of rare items in the store. It should be used with Trader _ SpecialOffer = 0. Thanks to winstonzhu for providing it.
MP_experience = { 100000, 1 15000, 132500, 155000, 182500},
Multiply the experience value of fighting monsters. Fighting low-level monsters will not be 1XP. . . Thanks to jacol0402 for providing
Adjust the critical injury coefficient = 1200, adjust the critical injury coefficient (I think the critical injury is about 120%).
AdjustDamageFactor = 1000, adjust the damage coefficient.
AdjustPvPFactor = 200, adjust PVP factor.
AdjustSpellFactor = 1000, adjust the magic damage coefficient.
BasepointsMultiplier = 500, the basic multiplier has no solution, I don't know what it is for.
ChanceForAdditionalSlots = 450, items have more slot opportunities.
ChanceForSlotToImprove = 200, the probability of advanced slot.
Slottimprover rare grade probability = 50, and the probability of improving the slot quality with rare grade.
Chancetobecomeslotitemforblankitem = 0, the bank project has become slotted? Hard to understand. . .
Chancetobecomelotiteformagitem = 0, bank items become magical items. . . . Residual thoughts. . . .
Chancetobecomeslottimfornorm = 250, the probability that an ordinary item becomes a slot item.
ChancetobecomelotitemforuniqueItem = 0, the probability that the unique item becomes a slot item.
DiceRange = 1000, dice (square) range. . . What exactly does it mean to translate it into this?
DurationBoost = 2000, and the duration increases.
DurationDot = 500, continuous damage.
DurationLongDebuff = 3000, lasting long-term bad state time.
DurationShortdebuff =1000, lasting short-term bad state time.
DurationStun = 300, vertigo time
DurationPulse = 150, continuous vitality? There is a Martian language. . . .
Continuous immunity = 450, vertigo immunity
EffectCombatArtChance = 4, the probability of effective fighting skill, I don't know what that means. . .
EffectWeaponChance = 2, effective weapon probability, same as above. . .
Effective willpower = 25, effective willpower. . . I don't understand at all. =!
KillCountBase = 15, the base number of killing monsters (estimated to be related to survival reward).
KillCountINC = 2, the number of monsters killed ... Inc is an abbreviation, I don't know what it means. .
LifeAttribut = 25, life attribute
Life basis = 130, life basis.
Life pace = 19, living standard
MaxDistLevelXP = 15, the area with the largest gain experience level.
MinDistLevelXP = 3, the area with the lowest experience level.
RareBonusDanger = 1000, which should be the reward base for the last few difficulties.
Raemalusthreshold =150, which is estimated to be Malus from the last few difficulties. . . What the hell? . . Summon talents
Rare startup = 500, which is probably the startup base of rare level.
Runeau total =12500, the total number of symbols, I don't know what it means. Is it the ability to eat 12500? . . .
SlotgoldpercentageImprovement =15, the improvement percentage of the golden trough. . . Understand for yourself. .
SlotsilverPercentageImprovement = 7, the improvement percentage of silver bath.
Magic base damage = 25, magic base damage.
Energy damage rate = 600, t
TEnergyMutateChance = 500, t energy change probability
ThresholdGreyXP = 150, the monster turns gray.
TopLevelCalc = 200, the highest grade. . . Can it be upgraded to level 20 1 after the change? . . ?
BalanceLifeGenerationDelay battle PAC = 50, life recovery coefficient in battle.
Balance Lifegeneration Delay DangerFAC =1,and the life recovery coefficient is in danger.
BalanceLifeGenerationTime = 4500, normal life resumed.
BalanceLevelToSkillFactor = 350, level and skill balance coefficient (advanced punishment)
Skin regeneration factor = 800, skin regeneration factor. . . . What the hell? . . Summon Martians!
RegenerationFactorArmbase = 360, the basic factor of armor recovery. . Martians haven't come yet.
DamBasepoints = 20, damage base point.
ResBasepoints = 15, res basis point. . . Short for what? . .
RangeAggro = 400, looks like a monster's vision.
RangeXP = 900, experience range?
RangeArea = 200,range? Area? Confused and helpless. .
RangeNear = 45, adjacent area. . . Idiot. . .
AdjustConstitutionFactor = 5, adjusting physical factors. . . The answer given to me by ConstitutionGOOGLE is the Constitution. . . Me. . .
InstantHealPortion = 500, rapid treatment part? Sweating. . .
ExpUpperCapPM = 125, experience-related, damn abbreviation
ExpLowerCapPM = 850, same as above.
ExpMinRatio = 50, minimum experience ratio. If you change it, you may have experience in fighting low-level monsters.
Balanceshildregdelacammatfactor = 500, which is really attitude. Pick up the key and write it down. . .
balanceShieldRegDelayDangerFactor = 2,
balanceShieldRegTime = 2000,
balanceShieldAbsorptionSkill = 50,
Mounted_ondeath_healthPM = 50,
NpcFightDamageDownScaling = 500,
rangeaggrorey = 100,
KillDropMulti = 1200,
TraderMaxCount = 10,
TraderOffer_MaxLifetime = 900,
ExpMountFactor = 3000,
RangeClearFOW = 600, field of vision?
Life regeneration delay time = 500,
dropTimeItemReserved = 30,
dropTimeItemDestroy = 60,
droptimeitemnunloadeddestroy = 120,
respawnTimeStandard = 900,
respawnTimeMPFactor = 3,
Upgrade steps = 1870,
UpgradeStart = 3050,
Price adjustment = 5,
PriceLeveldiscount = 1,
PriceShredder = 15
PriceSlotfactor = 250,
UBmean = 500,
UBpivot = 10800,
UBquot_attr = 3000,
DropQuestStart = 3, the reward given by the task is relevant.
DropQuestQuot = 99, same as above.
CAregenItemfactor = 500,
The regeneration factor ArmorScaling = 1250,
Mount_Regenburden_Warhorse = 500,
mount _ regen burden _ ride horse = 300,
Distance = 525,
Range median = 300,
RangePickupLoot = 200,
SpellResistFactor = 700,
SkillAttackSpeedQuot = 5,
SkillMoveSpeedQuot = 15,
DurationPotionSmall = 0,
DurationPotionMiddle = 0,
DurationPotionBig = 0,
EffectSkillChanceQuot = 5,
RangeAggroBoss = 750,
DamScaleIncMax = 1500, what is the maximum damage of range damage?
Damscalationmin =150, minimum damage.
DamScaleRatioMax = 300,
DropMaxRandomRare = 13,
DropPowerupRare = 4,
ExpFac0 = 1 10,
ExpFac 1 = 200,
ExpFac2 = 150,
ExpFac3 = 40,
ExpFac4PM = 1000,
ExpFacAdjust = 200,
attrSdam_fact = 334,
attrWdam_fact = 250,
AdjustRegenFactor = 1000,
TraderOfferUpperRareBase = 6,
PotionHealCooldown = 500,
UBspawn_fact = 175,
Forge_PricePerSlot = 500,
RuneMalusThreshold = 150,
ExpLS 100 = 985,
ExpLS 125 = 980,
ExpLS 150 = 975,
ExpLS 175 = 970,