Editor [Others]
In the "Others" tab, you can configure checks and settings that were not included in other tabs.
- Item Appraisal Rate
Specify the success rate of adventurers appraising items using a calculation formula. You can refer to the appraising adventurer as `pc` and the item as `item`.
- Curse Avoidance Rate on Failed Appraisal
Specify the rate of avoiding a curse (or panic for non-cursed items) upon failing an appraisal using a calculation formula. You can refer to the appraising adventurer as `pc` and the item as `item`.
- Trap Identification Rate for Treasure Chests
Specify the success rate for identifying (investigating) traps in treasure chests using a calculation formula. You can refer to the identifying adventurer as `pc` and the trap difficulty per dungeon floor (or set in the item drop table or monster) as `trap.lv`. To favor thief-type characters, use thief skill levels or general modifiers.
- Trap Disarm Rate for Treasure Chests
Specify the success rate for disarming traps in treasure chests using a calculation formula. You can refer to the disarming adventurer as `pc` and the trap difficulty per dungeon floor (or set in the item drop table or monster) as `trap.lv`.
- Trap Activation Rate for Treasure Chests
Specify the rate of trap activation upon failing to disarm a trap using a calculation formula. You can refer to the disarming adventurer as `pc` and the trap difficulty per dungeon floor (or set in the item drop table or monster) as `trap.lv`.
- Pit Avoidance Rate
Specify the pit avoidance rate for each adventurer when stepping on a pit using a calculation formula. You can refer to the adventurer as `pc` and the pit's avoidance difficulty as `trap.lv`.
- Pit Damage
Specify the damage value an adventurer receives upon failing to avoid a pit using a calculation formula. You can refer to the adventurer as `pc` and the pit's damage level as `trap.lv`.
- Hidden Door Detection Rate 1
Specify the detection rate for Wiz #1–#3 type hidden doors using a calculation formula. You can refer to the adventurer as `pc` and the hidden door's difficulty as `trap.lv`. This type of hidden door normally appears as a wall but will be displayed as a regular door only when this check succeeds. Note that even if the door is invisible, it can still be forced open.
- Hidden Door Detection Rate 2
Specify the detection rate for Wiz Gaiden #1–#3 type hidden doors using a calculation formula. You can refer to the adventurer as `pc` and the hidden door's difficulty as `trap.lv`. This type of hidden door normally appears as a wall and can only be opened when found using the search command. The doors may faintly appear upon a successful check.
- Locked Door Unlock Success Rate
Specify the success rate for unlocking locked doors using a calculation formula. You can refer to the adventurer as `pc` and the locked door's difficulty as `trap.lv`. To favor thief-type characters, use thief skill levels.
- Panic Recovery Rate
Specify the recovery rate from the panic state per step taken or per turn during combat using a calculation formula. You can refer to the adventurer as `pc`. Unlike sleep, a successful check will immediately recover from panic.
- Music for Treasure Chest Appearance
Set the music to play when a treasure chest appears after a victorious battle. Enter the name configured in the [Music] section of the "Main" tab. Leave blank to disable music.
- Initial Flag Operation
Configure the values for flags, special flags, wall presence flags, map exploration flags, hidden door flags, and locked door flags during game initialization. For example, you can set the wall presence flag to `false` upon initialization. For details on syntax, refer to Flag Operations.
- Save
Configure the timing for saving within the dungeon. If checked, the game will save at these times.
- Camp
Save when opening or closing the camp.
- Floor Transition
Save when moving between floors via stairs, elevators, chutes, shafts, teleports, etc. Teleporting to other dungeons is treated the same as floor transitions.
- Combat End
Save after combat ends.
- Party Wipe
Save upon a party wipe.
- Adventure Suspension
Save when suspending the adventure.
If unchecked, adventure suspension will not be possible.
- Recovery Upon Return
Configure recovery processes when returning to the surface from the dungeon. If checked, these processes will execute. Poison, seal status recovery, and clearing spell effects will occur regardless of the check.
- HP, MP
Recover HP and MP to their maximum values, except in cases of death or petrification.
- Panic, Paralysis, Petrification, Death, Ash
Recover from these statuses. If death or petrification recovery is checked, the above HP and MP recovery will also apply.