So.
People were complaining and getting desperate about items and their respective drop rate.
I just made some neat little functions to my server.
E.g. a custom unique, Lv 30, keeps roaming, alike a unique does every day in and out, usual bawz stuff.
Its only purpose: Devil/Angel material grinding spot.
You might know those 4 materials "Stygian blood", "Bone powder", Unknown root" and "Unknown liquid".
The only issue is: Lower level drop "chances" are equally zero.
Lemme explain this.
Le unique - Lv 30.
Le player - Lv 140.
Obviously - no drop. Die trying, it won't drop anything.
Round 2.
Le unique - Lv 30.
Le player - Lv 30.
ze mob no dropz!
Round 3...
Le darn unique - Lv 140.
Le player - doesn't matter anymore.
ze mob duz dropz!
Drop amount of item and chance: 1-5, 100% chance "on all rounds".
Does anyone have a fucking clue how to actually "tune down" the range where items are really supposed to drop?
It seems like, every unique below Lv X isn't dropping any shit if custom made ones. Is there another hidden offset?
Alike the bullshit with "Quest Level Cap"?
Edit: Just noticed, one of 4 materials is not dropping at all. Is there also a limit for that crap? Removing one from the list will properly trigger the missing one ...
Uniques Lv 70 or higher are starting to drop anything, not according to the drop list, tho.
2-5 pieces of X, it just drops 1 at all.
Setting the item drop rate (server.cfg) higher won't affect that part.
People were complaining and getting desperate about items and their respective drop rate.
I just made some neat little functions to my server.
E.g. a custom unique, Lv 30, keeps roaming, alike a unique does every day in and out, usual bawz stuff.
Its only purpose: Devil/Angel material grinding spot.
You might know those 4 materials "Stygian blood", "Bone powder", Unknown root" and "Unknown liquid".
The only issue is: Lower level drop "chances" are equally zero.
Lemme explain this.
Le unique - Lv 30.
Le player - Lv 140.
Obviously - no drop. Die trying, it won't drop anything.
Round 2.
Le unique - Lv 30.
Le player - Lv 30.
ze mob no dropz!
Round 3...
Le darn unique - Lv 140.
Le player - doesn't matter anymore.
ze mob duz dropz!
Drop amount of item and chance: 1-5, 100% chance "on all rounds".
Does anyone have a fucking clue how to actually "tune down" the range where items are really supposed to drop?
It seems like, every unique below Lv X isn't dropping any shit if custom made ones. Is there another hidden offset?
Alike the bullshit with "Quest Level Cap"?
Edit: Just noticed, one of 4 materials is not dropping at all. Is there also a limit for that crap? Removing one from the list will properly trigger the missing one ...
Uniques Lv 70 or higher are starting to drop anything, not according to the drop list, tho.
2-5 pieces of X, it just drops 1 at all.
Setting the item drop rate (server.cfg) higher won't affect that part.