Item Drop Logic. Joymax. Sigh.

04/17/2016 18:17 blapanda#1
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.
04/18/2016 00:56 ​Exo#2
Sadly, the whole drop functions are fucked up. And I mean ALL! There's no logic there what so ever, or at least not that we can figure it out by testing.

Maybe @[Only registered and activated users can see links. Click Here To Register...] can sneak peak his src and tell us something about the drop process / rates.
04/18/2016 04:13 Royalblade*#3
Last time I made drops I managed to get pretty nice rates.

I.e. 12h jobcave botting 10kill/min == 250 elixiers of each kind. It was max a diff of 1-5 elixiers.

You simply add shit in refdropblablamonster. Go ingame, zoe 10 mobs. Grabpet picks shit.
Now repeat with 10 diff grab pets. That will get you your current rate. Then you increase based on the feeling. Takes a short while but its not that bad once you get into it.

PS: Sometimes there's a max item limit for drops... probably the reason y ur shit aint dropping at all.

Solution: Drop an item, that "randomly" gives items to its user. Thats how we perfected our SoX drop rate basically.

Plus u make that shit tradeable and it kickstarts the economy and allows non-botters to obtain all shit easily as well.
04/19/2016 12:54 Stath#4
I had the same problem before.

Have you tried to create a group for each item seprately in _RefDropItemGroup and afterwards, you add RefItemGroupID of each item and your desired drop rate&Minimum/ Maximum drop amount in _RefMonster_AssignedItemRndDrop?
04/19/2016 21:01 blapanda#5
Quote:
Originally Posted by Stath View Post
I had the same problem before.

Have you tried to create a group for each item seprately in _RefDropItemGroup and afterwards, you add RefItemGroupID of each item and your desired drop rate&Minimum/ Maximum drop amount in _RefMonster_AssignedItemRndDrop?
Yea, I actually did this by tracing back other item droppings. It actually fits into my desired implementation.
04/20/2016 22:44 B1Q#6
Quote:
Originally Posted by ​Exo View Post
Sadly, the whole drop functions are fucked up. And I mean ALL! There's no logic there what so ever, or at least not that we can figure it out by testing.

Maybe @[Only registered and activated users can see links. Click Here To Register...] can sneak peak his src and tell us something about the drop process / rates.
:facepalm: