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PRACTICAL TUTORIAL / 094 min read · Beginner

Create an item drop rule for a map or monster

Use ItemDrop.xml when the goal names a specific item, monster or monster-level range. Item category and index identify the item; they are not a shop number or monster ID.

Try in the lab
Core schema source-checkedEdition 2.0 · English / 简体中文
01 / WHAT YOU WILL LEARN

The outcome to aim for

  • Find Cat/Index from an existing packed item ID.
  • Set map and monster restrictions and optional map scaling.
  • Keep option-group references separate from shop option masks.

Before you start

Use the active ItemDrop.xml and existing option-group IDs. The lab uses a verified supply example, not invented equipment option groups.

ScopeTeaching examples and recorded structures. Application and gameplay must be verified on your deployed version.

Files you need

1Choose map / monster
2Set item + rule
3Check map scaling
4Reload & measure

Understand the fields

FieldMeaning & dependencies
RuleDrop / MapNumber0 is Lorencia; -1 is a global rule. Elemental equipment requires a specific map.
ApplyMapRate1 applies MapManager ItemDrop/100; 0 keeps the rule independent.
Cat / IndexItem category and item number; packed ID = Cat×512+Index.
DropRateRule pass units out of one million. 10000 = 1%; 0 stops this rule. Passing rules still compete for selection.
MonsterIndexA monster class ID, or -1 for any eligible monster.
MonsterMinLevel / MonsterMaxLevelBounds apply to the monster, not the player; -1 removes that bound.
LevelOption … SocketOptionOption-generation group IDs; not the same format as normal shop option masks.
VISUAL WALKTHROUGH

One step at a time

  1. STEP 1

    Choose the item Cat and Index from the supplied item definitions. Example: Cat=14, Index=13 is Jewel of Bless; the packed item ID is 14×512+13=7181.

  2. STEP 2

    Add a RuleDrop inside the existing ItemDrop root. MapNumber=0 limits it to Lorencia; -1 means all maps. For elemental equipment, the supplied version requires an explicit map rule rather than a global -1 rule.

  3. STEP 3

    Set MonsterIndex to a monster class, or -1 for any. MonsterMinLevel and MonsterMaxLevel restrict the monster, not the player; -1 removes that bound.

  4. STEP 4

    Choose DropRate and ApplyMapRate together. The example is a 1% rule-pass roll on map 0, independent of the map multiplier. With ApplyMapRate=1 and ItemDrop=1000, that roll becomes 10%.

  5. STEP 5

    Option fields such as ExcOption and LevelOption select ItemOptionRate groups when nonnegative; they are not automatically the final Excellent mask or item level. -1 leaves the initialized value unchanged for that option. Copy a known working rule for the desired item.

  6. STEP 6

    Save valid XML and use /reload item. Kill eligible and ineligible monsters on the selected map and on another map. Review any earlier overlapping rules if measured output differs.

Configuration example

TUTORIAL EXAMPLE · MERGE FRAGMENT

Keep the existing root/sections and unrelated rows. This example is not a complete original or a full replacement file.

TEACHING FRAGMENT
<?xml version="1.0" encoding="utf-8"?>
<ItemDrop>
  <RuleDrop MapNumber="0" ApplyMapRate="1">
    <Item Cat="14" Index="13" Level="0" LevelOption="-1" SkillOption="-1" LuckOption="-1" JoLOption="-1" ExcOption="-1" SetOption="-1" SocketOption="-1" Duration="0" MonsterIndex="-1" MonsterMinLevel="25" MonsterMaxLevel="-1" DropRate="1000" />
  </RuleDrop>
</ItemDrop>
Change values and see the before/after comparison →

What changed?

The default lab keeps DropRate=1000 and changes ApplyMapRate from 0 to 1. With map ItemDrop=1000, admission becomes 10000 units (1%) instead of 1000 (0.1%); final candidate selection is still separate.

The lab names changed fields and keeps the example separate from your real configuration.

Open this demonstration

Apply the real change

Merge the RuleDrop/Item into the existing ItemDrop root in Item/ItemDrop.xml. Use /reload item on the owning role; use /reload common separately only if you also edited MapManager.

Find the file’s reload instructions →

Verify the result in game

If the expected result is missing, restore the backed-up files and repeat the same reload/restart before adding another change.

If something goes wrong

Rule passes but the item is not guaranteed

Passing rules compete for candidate selection; map scaling and dedicated boss rewards affect the path.

Wrong map or monster

MapNumber and MonsterIndex restrict different things. Keep -1 only where the supplied schema defines it.

Dependencies & important details

DropRate=0 disables that rule’s roll. DropRate=-1 is a special guaranteed eligibility value and ignores map scaling; avoid it for normal random loot. Other matching candidates can still affect the final selected item. Duration is a timed-item lifetime, so preserve 0 for a permanent reward unless expiration is intended.

Built around the supplied MOMU configuration snapshot. Reference entries flag alternate copies and unconfirmed fields. Match the guide to your deployed version; archived packages and live gameplay were not audited by publishing these pages.