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Item Drop Logic. Joymax. Sigh.

Discussion on Item Drop Logic. Joymax. Sigh. within the SRO Private Server forum part of the Silkroad Online category.

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Old   #1
 
blapanda's Avatar
 
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Item Drop Logic. Joymax. Sigh.

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.
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Old 04/18/2016, 00:56   #2


 
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Sadly, the whole drop functions are ****** 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 @ can sneak peak his src and tell us something about the drop process / rates.
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Old 04/18/2016, 04:13   #3
 
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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 **** in refdropblablamonster. Go ingame, zoe 10 mobs. Grabpet picks ****.
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 **** 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 **** tradeable and it kickstarts the economy and allows non-botters to obtain all **** easily as well.
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Old 04/19/2016, 12:54   #4
 
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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?
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Old 04/19/2016, 21:01   #5
 
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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.
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Old 04/20/2016, 22:44   #6
 
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Quote:
Originally Posted by ​Exo View Post
Sadly, the whole drop functions are ****** 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 @ can sneak peak his src and tell us something about the drop process / rates.
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