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 ******* 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 **** 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 ****? 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.