OK,
let me have a shot at explaining how this works.
Server sends data to client. Client, based on id, chooses the proper files that define the dove on your computer. Saying that there are two different doves is like saying that you can distinguish elf apes that drop good stuff from those that drop bad stuf.
When the server sends you id they all have same "display" id. Once you kill it the guts spill out and they might or might not inclue something shiny.
This means that zato & rest are overly wrong. There are simple tools on this foum that will allow you to see what those ids are. You will see that all of them are same. It is just server controlled inventory.
M is normally a function of time & active players. Admin desires that servers are occupied at all times. Some games give bonus to exp for unidle players. Some better drops. Another again .... well somethng else.
This is how you genereally specify the random lewt on mobster in games when some monsters
i hope this explains why:
a) hunting on spawns with archer yelds most results
b) why you can't distinguish monsters by editing monster.dat
What could be done? You could monitor what monster does biggest damage. And to what monster you do smallest damage.
In closing, on fridays reboot spawn times were raped a bit, resulting in lesser spawning frequency - or higher M in the code above.
And there is no need to speculate what was dones in patch & where the shit is hidden. You can either check the patch file (it is a mere rar that overwrites stuff) or monitor system calls if you presume they planted hidden info in earlyer patch and are somehow activating it now ;)
I hope this clears up a thing or two. Is it possible - probably. Are the means to achieve this those discussed in this thread so far - not likely.
let me have a shot at explaining how this works.
Server sends data to client. Client, based on id, chooses the proper files that define the dove on your computer. Saying that there are two different doves is like saying that you can distinguish elf apes that drop good stuff from those that drop bad stuf.
When the server sends you id they all have same "display" id. Once you kill it the guts spill out and they might or might not inclue something shiny.
This means that zato & rest are overly wrong. There are simple tools on this foum that will allow you to see what those ids are. You will see that all of them are same. It is just server controlled inventory.
Code:
A <- some constant
M <- something between 0 and A
small items = ('hp pot', 'mp pot', 'gold', '');
if ((rnd()%A) > M) {
dove <-- mets;
} else {
dove <-- small items[rnd()%size of (small items)];
}
This is how you genereally specify the random lewt on mobster in games when some monsters
i hope this explains why:
a) hunting on spawns with archer yelds most results
b) why you can't distinguish monsters by editing monster.dat
What could be done? You could monitor what monster does biggest damage. And to what monster you do smallest damage.
In closing, on fridays reboot spawn times were raped a bit, resulting in lesser spawning frequency - or higher M in the code above.
And there is no need to speculate what was dones in patch & where the shit is hidden. You can either check the patch file (it is a mere rar that overwrites stuff) or monitor system calls if you presume they planted hidden info in earlyer patch and are somehow activating it now ;)
I hope this clears up a thing or two. Is it possible - probably. Are the means to achieve this those discussed in this thread so far - not likely.