darknis 0 Posted April 26, 2014 Hola el problema es el siguiente, puse los rates para que los items aumenten un 10% la probabilidad de salir, pero hay items como immortal heart del verit que no salen siempre. Les dejo mi configuración del drop.conf //-------------------------------------------------------------- // Hercules Battle Configuration File // Originally Translated by Peter Kieser <[email protected]> // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // Note 2: Value is in percents (100 means 100%) //-------------------------------------------------------------- // If an item is dropped, does it go straight into the users inventory? (Note 1) item_auto_get: no // How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds) flooritem_lifetime: 60000 // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000 // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after item_first_get_time elapses) item_second_get_time: 1000 // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after the item_second_get_time elapses) item_third_get_time: 1000 // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds) mvp_item_first_get_time: 10000 // Grace time for the first and second MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_first_get_time elapses) mvp_item_second_get_time: 10000 // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_second_get_time elapses) mvp_item_third_get_time: 2000 // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 1000 item_rate_common_boss: 100 item_drop_common_min: 1 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 1000 item_rate_heal_boss: 100 item_drop_heal_min: 1 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 1000 item_rate_use_boss: 100 item_drop_use_min: 1 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 1000 item_rate_equip_boss: 100 item_drop_equip_min: 1 item_drop_equip_max: 10000 // The rate at which cards are dropped item_rate_card: 1000 item_rate_card_boss: 100 item_drop_card_min: 1 item_drop_card_max: 10000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory item_rate_mvp: 1000 item_drop_mvp_min: 1 item_drop_mvp_max: 10000 // The rate adjustment for card-granted item drops. item_rate_adddrop: 100 item_drop_add_min: 1 item_drop_add_max: 10000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 1000 item_drop_treasure_min: 1 item_drop_treasure_max: 10000 // Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // XY | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no // Can the monster's drop rate become 0? (Note 1) // Default: no (as in official servers). drop_rate0item: no // Makes your LUK value affect drop rates on an absolute basis. // Setting to 100 means each luk adds 0.01% chance to find items // (regardless of item's base drop rate). drops_by_luk: 0 // Makes your LUK value affect drop rates on a relative basis. // Setting to 100 means each luk adds 1% chance to find items // (So at 100 luk, everything will have double chance of dropping). drops_by_luk2: 0 // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? // This setting has three available values: // 0: Nothing drops. // 1: Only marine spheres drop items. // 2: All alchemist summons drop items. alchemist_summon_reward: 1 // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** // This can be set to any value between 0~10000. // Note: It also announces STEAL skill usage with rare items // 0 = don't show announces at all // 1 = show announces for 0.01% drop chance items // 333 = show announces for 3.33% or lower drop chance items // 10000 = show announces for all items rare_drop_announce: 10 Desde ya muchas gracias! 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0 jaBote 438 Posted April 26, 2014 No detecto ningún problema en tu configuración aunque es posible que hayas pasado por alto la modificación de drops por Renewal, que (aunque no se refleje en bases de datos como RateMyServer) modifica el drop definitivo del mob, dependiendo de la diferencia de niveles entre tu PJ y el mob. Puedes editar eso a través de src/config/renewal.h, línea 41 si tienes activado Renewal. Simplemente comenta esa línea (coloca // al inicio) si tienes interés en desactivarlo. En esta tabla tienes la relación entre el rango de diferencias (de tu nivel y el del mob) y el modificador de drop del monstruo. Coméntame si el problema no es ese, aunque de momento parece que no puedo encontrar nada más. Quote Share this post Link to post Share on other sites
0 darknis 0 Posted April 26, 2014 No detecto ningún problema en tu configuración aunque es posible que hayas pasado por alto la modificación de drops por Renewal, que (aunque no se refleje en bases de datos como RateMyServer) modifica el drop definitivo del mob, dependiendo de la diferencia de niveles entre tu PJ y el mob. Puedes editar eso a través de src/config/renewal.h, línea 41 si tienes activado Renewal. Simplemente comenta esa línea (coloca // al inicio) si tienes interés en desactivarlo. En esta tabla tienes la relación entre el rango de diferencias (de tu nivel y el del mob) y el modificador de drop del monstruo. Coméntame si el problema no es ese, aunque de momento parece que no puedo encontrar nada más. Era el sistema de renewal muchas gracias Quote Share this post Link to post Share on other sites
Hola el problema es el siguiente, puse los rates para que los items aumenten un 10% la probabilidad de salir, pero hay items como immortal heart del verit que no salen siempre.
Les dejo mi configuración del drop.conf
Desde ya muchas gracias!
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