<?xml version="1.0" encoding="utf-8"?>
<!-- 
// ============================================================
// == X12 MUONLINE SERVER EMULATOR
// == www.igcn.mu
// == www.muemu.tech
// == (C) 2019 IGC-Network | MUEMU (R)
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// == File is a part of MUEMU MuOnline Server files.
// ============================================================
//
// DROP MANAGER MAX ITEM: NO LIMIT
//
// ### SetItemDropManager ###
//	DropUseRate: Chance rate of using drop from the system, n/1000000
//
// ### SetItemDropManager::Rule ###
//	MonsterIndex: Index of monster to drop item from, -1 for all monsters, refer to IGC_MonsterList.xml
//	MonsterMinLevel: Minimum level of a monster, 1~150 (must be lower or equal to MonsterMaxLevel), set -1 if monster index is greater than -1
//	MonsterMaxLevel: Maximum level of a monster, 1~150 (must be greater or equal to MonsterMinLevel), set -1 if monster index greater than -1
//	PlayerMinLevel: Minimum level of player to apply drop of items from the section (must be lower or equal to PlayerMaxLevel)
//	PlayerMaxLevel: Maximum level of player to apply drop of items from the section (must be greater or equal to PlayerMinLevel)
//	MapNumber: Map Number the drop of items applies to, -1 for all maps
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//~~ For easier configuration use PlayerMaxLevel="MAX" to configure maximum level available for the server (automated sum of MaxNormalLevel and MaxMasterLevel)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// ### SetItemDropManager::Rule::ItemDrop ###
//	Cat: Item category to drop ancients from, -1 to use random among all available item categories, refer to IGC_ItemList.xml
//	MinLevel: Minimum level the item should be dropped with, 0~15 (must be lower or equal to ItemMaxLevel)
//	MaxLevel: Maximum level of the item should be dropped with, 0~15 (must be greater or equal to ItemMinLevel)
//	Count: Item count to drop at a time
//	Skill: 0: no skill, -1: random (50/50% chance), 1: with skill
//	Luck: 0: no luck, -1: random (50/50% chance), 1: with luck
//	Option: 0: no option, -1: random, 1(+4), 2(+8), 3(+12), 4(+16), 5(+20), 6(+24), 7(+28): with specified option
//	Exc:
//		-1: No exc option
//		-2: Random count of random options (based on rates from IGC_ExcellentOptions.xml)
//		-3;X: Specified count of random options, the 'X' defines count of excellent options, max 9 (options selection based on rates from IGC_ExcellentOptions.xml)
//		X;X;X;X;X;X;X;X;X: Defined excellent options, the 'X' is excellent option ID based on IGC_ExcellentOptions.xml, maximum 9 options can be defined
//
//	DropRate: Drop Rate of actual item, max value per item is 2147483647 but sum of all DropRates of Items in single Monster section cannot be greater than 2147483647
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//~~ System allows multiple sections of MonsterIndex -1. In case two or more Monster sections of index -1 present in a file for which Monster level ranges are partly same
//~~ the system will draw a section to perform drop from on a basis of sections (of index -1) count, e.g. two of such sections will be 50/50%, three will be 33/33/33%, etc
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//~~ System explanation:
//~~	1. Kill Monster -> system makes a draw to decide whether use the drop from file or not, based on DropUseRate
//~~		+ if draw failed then continues to next drop system in drop hierarchy
//~~		+ if succeeded then checks against actual Monster index existence in file
//~~			- if does not exist proceeds to next drop system in drop hierarchy
//~~			- if exist and count of Monster section for actual monster is greater than 1 then makes a draw of Monster section to drop item from basing on count of sections, e.g. 4 sections for actual monster is equal to 25% chance for each
//~~	2. Making a draw of item to drop basing on a sum of DropRate property of all items in actual Rule section. If section has single item only and DropRate is 1 then max
//~~	   DropRate is 1, in other meaning 100% - 1/1. If section has e.g. two items and one is DropRate 10 and second is 1000 then max is 1010, what makes a drop rate of first item 10/1010 and second 1000/1010
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Below settings are meant to be examples to present file structure usage
//
// STRICTLY NO COMMENTS INSIDE TAGS
-->
<SetItemDropManager DropUseRate="10000">
    <!-- Land of Trial -->
	<Rule MonsterIndex="-1" MonsterMinLevel="1" MonsterMaxLevel="150" PlayerMinLevel="1" PlayerMaxLevel="MAX" MapNumber="31">
        <ItemDrop Cat="-1" MinLevel="0" MaxLevel="0" Count="1" Skill="-1" Luck="-1" Option="0" Exc="-1" DropRate="1" />
	</Rule>
</SetItemDropManager>