I’m currently working on some custom developments for my server and wanted to ask if anyone has encountered or implemented something similar in vSRO files.
In SRO-R, there is a Battery/Macro system that dynamically changes drop / EXP / SP rates when it is activated. I’m trying to achieve a similar behavior on vSRO.
I’m using vPlus filter, which can already detect whether a player is using a bot or not. Based on that detection, my idea was to dynamically reduce the drop rate (and possibly EXP/SP) for botting characters.
As an experiment, I tried modifying CurLevel in the _Char table. This partially worked in the sense that mobs stopped dropping items. However, it introduced several issues:
- When the character levels up, no stat points are granted
- Mag/Phy balance becomes incorrect
- Character progression breaks overall
So while it technically affected drops, it clearly caused side effects and isn’t a viable solution.
I realize this may not be the correct approach, but I wanted to test the limits and understand how the system reacts. If anyone has experience implementing bot-based reward penalties (drop/EXP/SP) in vSRO, I’d appreciate any guidance or suggestions on the proper way to handle this.






