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Fix Sox Rate, again..
Discussion on Fix Sox Rate, again.. within the SRO Coding Corner forum part of the Silkroad Online category.
02/06/2020, 10:42
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#1
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Fix Sox Rate, again..
Hello everyone,
I am not a new but i forgot my old account...
Like many people i would like to recreate a pserver just for fun. This part is not a problem, i did it there is 9-10 years ago without any problem.
I use vsro 1.188 client like many people and server files / databases from scratch
Like many people i would like to change the sox rate item, i change the _RefDropClassSel_RareEquip, fix limit rate on the SR_GameServer, i have create a new Rarity in _refobjcommon (0-1-3 or other Rarity are too high because it's not for this type item)... without any success, rate still low
I have check this link for to understand : 
I change the value for this address 00726B43 : 0x3E8 => 0x01 or 0x64 but this isn't as easy as to change this rate because nothing change
After some weeks i haven't found any solution but when i check the other server, i can see "sox rate x5 or x10" so it's possible ! ! ( i have check some databases and conf with this rate but i didn't see how they did it)
So i would like a little helping hand...for to understand and apply this rate..
Thanks for your advices !
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02/06/2020, 11:51
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#2
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Server files->Server.cfg->then go SR_GameServer and you will see DropItemRatio and more
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02/06/2020, 14:19
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#3
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Thanks for you answer.
I did it, i have patch my gameserver for to increase the rate in the server.cfg.
It's works but the sox droprate is always low
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02/06/2020, 14:28
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#4
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Show me you _RefDropClassSel_RareEquip with a Screenshot
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02/06/2020, 16:02
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#5
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Quote:
Originally Posted by korlash_
Thanks for you answer.
I did it, i have patch my gameserver for to increase the rate in the server.cfg.
It's works but the sox droprate is always low
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You have to check _RefDropClassSel_RareEquip Table is it not work edit some offsets via Ollydbg in Sr_GameServer.exe
example this thread give you some information
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02/10/2020, 14:16
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#6
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Sorry for my delay, i was busy.. I will send you _RefDropClassSel_RareEquip Table but for me it's not the problem. The max value for this table is 1 for "100%"?
I have check the MeGaMaX thread but i don't understand the logic between his function and the ASM code.
i disassembling the Gameserver,i found some info about the RareDropItem class and some reference about Formulae function but it's alsways blurry
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02/10/2020, 15:47
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#7
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Quote:
Originally Posted by korlash_
Sorry for my delay, i was busy.. I will send you _RefDropClassSel_RareEquip Table but for me it's not the problem. The max value for this table is 1 for "100%"?
I have check the MeGaMaX thread but i don't understand the logic between his function and the ASM code.
i disassembling the Gameserver,i found some info about the RareDropItem class and some reference about Formulae function but it's alsways blurry 
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Nope 1 is not for 100%, okay not by all but by many Database.
I have on my database 24,999 and in Server cfg. 2500 itemdroprate and btw i use srzor game Server
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02/11/2020, 14:54
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#8
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Quote:
Originally Posted by mudik
Nope 1 is not for 100%, okay not by all but by many Database.
I have on my database 24,999 and in Server cfg. 2500 itemdroprate and btw i use srzor game Server
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on every database 1 = 100% also drop table
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02/11/2020, 16:43
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#9
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Quote:
Originally Posted by NorseGodTyr
on every database 1 = 100% also drop table
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its work 100%
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02/11/2020, 16:47
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#10
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Quote:
Originally Posted by mudik
[URL=https://www.bilder-upload.eu/bild-57578f-1581435765.png.html]
its work 100%
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Reicht auch wenn dort ne 1 ist weil 100% bleiben 100% höher gehts nicht
rest wird übern gameserver sowie server.cfg gesteuert
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02/11/2020, 17:09
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#11
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Quote:
Originally Posted by NorseGodTyr
Reicht auch wenn dort ne 1 ist weil 100% bleiben 100% höher gehts nicht
rest wird übern gameserver sowie server.cfg gesteuert
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Kann sein das es reicht ja, aber ich hab es bei mir mit 1=100% versucht mit deiner Theorie hat aber nicht geklappt. Hab ich es höher als 1 eingesetzt und tada hat wunderbar funktioniert
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02/11/2020, 17:12
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#12
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Quote:
Originally Posted by mudik
Kann sein das es reicht ja, aber ich hab es bei mir mit 1=100% versucht mit deiner Theorie hat aber nicht geklappt. Hab ich es höher als 1 eingesetzt und tada hat wunderbar funktioniert
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dann liegt es an deinem GameServer musste mal via ollydbg die drop ändern
weil wie gesagt 100% sind 100% höher geht es nicht
frage mich auch warum ihr so hohe rates wollt ist doch voll vorm ***** wenn die leute alles in 1-2 tagen haben gerade dann wird es langweilig und hauen dann e ab das hat dann halt nichts mehr mit dem gameplay zutun
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02/11/2020, 20:10
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#13
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Quote:
Originally Posted by NorseGodTyr
dann liegt es an deinem GameServer musste mal via ollydbg die drop ändern
weil wie gesagt 100% sind 100% höher geht es nicht
frage mich auch warum ihr so hohe rates wollt ist doch voll vorm ***** wenn die leute alles in 1-2 tagen haben gerade dann wird es langweilig und hauen dann e ab das hat dann halt nichts mehr mit dem gameplay zutun
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jeder hat seine eigene Vorstellungen halt, wie sein Server laufen soll
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02/11/2020, 20:54
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#14
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Quote:
Originally Posted by mudik
jeder hat seine eigene Vorstellungen halt, wie sein Server laufen soll
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Ja klar sag ich ja auch nichts jeder kann mache wie er will !!
meinte ja nur ist Schwachsinn rates auf 100% zu machen glaub mir wenn die leute in kurzer zeit alles haben hauen se ab aber muss jeder selbst wissen
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02/17/2020, 00:15
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#15
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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:
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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;
}
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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
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