Drop rates bug

12/07/2019 12:58 IFlyffMc#1
Hello good day epvp! just a little question about drop rates, and i am very confused about this cause i try to set this event on eventlua.lua
Code:
function AddEvent( strDesc )
	local nEventId = table.getn(tEvent) + 1
	
	tEvent[nEventId] = {}
	tEvent[nEventId].Item = {}
	tEvent[nEventId].Time = {}
	tEvent[nEventId].Desc = strDesc
	tEvent[nEventId].fExpFactor = 1
	tEvent[nEventId].fItemDropRate = 9999
	tEvent[nEventId].fPieceItemDropRate = 9999
	tEvent[nEventId].fGoldDropFactor = 1
	tEvent[nEventId].State = 0
	tEvent[nEventId].nAttackPower = 0
	tEvent[nEventId].nDefensePower = 0
	tEvent[nEventId].nCouponEvent = 0
	tEvent[nEventId].Gift = {}
	tEvent[nEventId].fCheerExpFactor = 1
	tEvent[nEventId].tSpawn = {}
	tEvent[nEventId].tKeepConnectEvent = {}
	tEvent[nEventId].fRainEventExpFactor = 1
	tEvent[nEventId].strRainEventTitle = ""
	tEvent[nEventId].fSnowEventExpFactor = 1
	tEvent[nEventId].strSnowEventTitle = ""
end
And this one:
Code:
function SetItemDropRate( fItemDropRate )
	local nEventId = table.getn(tEvent)
	tEvent[nEventId].fItemDropRate = fItemDropRate
end

function GetItemDropRate()
	local tList = GetEventList()
	local fItemDropRate = 9999
	for i in pairs(tList) do
		if( tEvent[tList[i]].fItemDropRate ~= nil ) then
			fItemDropRate = fItemDropRate * tEvent[tList[i]].fItemDropRate
		end
	end
	
	return fItemDropRate
end

-- 개별 아이템 드롭률 배수
function SetPieceItemDropRate( fPieceItemDropRate )
	local nEventId = table.getn(tEvent)
	tEvent[nEventId].fPieceItemDropRate = fPieceItemDropRate
end

function GetPieceItemDropRate()
	local tList = GetEventList()
	local fPieceItemDropRate = 9999
	for i in pairs(tList) do
		if( tEvent[tList[i]].fPieceItemDropRate ~= nil ) then
			fPieceItemDropRate = fPieceItemDropRate * tEvent[tList[i]].fPieceItemDropRate
		end
	end
	
	return fPieceItemDropRate
end
But still the drop rates is freaking low? can you give me a hints where to edit more about drop rates? :handsdown:





Code:
 FIXED!