Quote:
Originally Posted by korlash_
Hi,
sry for my delay. I have try so many thing and nothing work..
I have change the value in _RefDropClassSel_RareEquip Table (0.99 , 2, 15 or 30 000) drop is always low.
I have edit the value in the gameserver 00726B43 : 0x3E8 => 0x01 or 0xA or 0x64 but without success for up the rate.. still low
Code:
................
if (iVar4 == 1) {
iVar4 = FUN_0072df90(param_3);
if ((iVar4 == 1) && (iVar4 = FUN_0072df10(param_3), iVar4 != 0)) {
param_6 = *(int *)(iVar4 + 0xc) * iVar8;
}
if (param_2 != 0) goto LAB_00726be7;
iVar8 = FUN_0072df90(param_3);
if (iVar8 == 1) {
iVar8 = FUN_0072df10(param_3);
if (iVar8 == 0) goto LAB_00726be7;
uVar5 = _rand();
uVar5 = uVar5 % *(uint *)(iVar8 + 0xc);
}
else {
iVar8 = _rand();
uVar5 = iVar8 % 1;
}
if (uVar5 != 0) goto LAB_00726be7;
}
....................
I changed other value on the function but the "drop rate" was always low (i forgot to save my project with rename function for a better lisibility so above it's from scratch lol)
I decided to do differently, i create some group in _RefDropItemGroup table for each sox degrees and _RefMonster_AssignedItemRndDrop table.
It's works like a charm  . And with a very fine granularity
|
_RefDropItemGroup , _RefMonster_AssignedItemRndDrop
if it will work for you, you just have to take into account the number of players that will be killing the mob and the hours to make a drop