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Correct chances of drop tablet?

Junior Spellweaver
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Hi, where can I get the percentage of Drop GMS-Like.I've seen that there are GMS-Like drops based on monsterbook, but you do not have the right chance.Any page where I can see it?


Eric
 
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All you got as far as I know is the BMS leak, which goes until v52 GMS, when it comes to drop chances. I am not sure if the other 'official' leaks had that covered or not. If not, that's the only thing.
 
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Junior Spellweaver
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All you got as far as I know is the BMS leak, which goes until v52 GMS, when it comes to drop chances. I am not sure if the other 'official' leaks had that covered or not. If not, that's the only thing.

i think if correct "drops" but not chances.

Look yourself.

its "snail" drops. from BMS v53 LEAK
Code:
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 5, 2060000, 10, 20, 0, 8000)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 3, 2040002, 0, 0, 0, 30)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 8, 2061000, 10, 20, 0, 8000)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 9, 1002067, 0, 0, 0, 800)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 10, 2010009, 0, 0, 0, 7000)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 7, 4020000, 0, 0, 0, 1500)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 2, 2000000, 0, 0, 0, 10000)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 6, 4010000, 0, 0, 0, 2000)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 0, 0, 0, 0, 5, 650000)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 4, 2041001, 0, 0, 0, 30)
INSERT INTO drops (monster, dropId, item, minCount, maxCount, money, prob) VALUES (0100100, 1, 4000019, 0, 0, 0, 400000)

Or the chance work different like odinms base?
for example if i put chance: "1" is 100% to drop it. rigth?
so in this case more chance to drop a "hat" more than "snail shell"

or for example, HOW maplelengeds, mapleroyals, mapleglobal calculating the drop rate chance? (if you can tell me)
 
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The BMS-leak chances work very differently over Odin.

or for example, HOW maplelengeds, mapleroyals, mapleglobal calculating the drop rate chance? (if you can tell me)

MapleGlobal is the only one you've listed that use actual GMS-like drops from BMS leak. MapleRoyals and Legends both use self-made chances for balancing or to fit best for server.

To answer yourself which is <truly GMS-like chances> you need grab the BMS-leak like I've mentioned.

BMS leak download link:

I can't help further though, since I never had interest having the GMS-like drop rates since I am not a 1x server nor do I have 100k+ people like GMS did. But from multiple sources I have heard the true GMS-like drop rates are in there.
 
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Junior Spellweaver
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@Kimberly To be honest, I do not have the slightest idea about what I just downloaded.I will compare one source to another and thus get one that does not have "broken" drops
 
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They calculate the probability like this

Code:
 double dProb = rs.getDouble("Prob");
                    double dModifier;
                    if (dProb > 1.0 || dProb < 0.0) {
                        dModifier = 0.0;
                    } else {
                        dModifier = dProb;
                    }
                    int nModifier = (int) (dModifier * 1000000000.0);
                    int nProb2;
                    if (nModifier <= 0) {
                        nProb2 = 0;
                    } else {
                        nProb2 = nModifier;
                    }
                    int nProb = 1000000000;
                    if (nProb2 < 1000000000) {
                        nProb = nProb2;
                    }
                    pRewardInfo.nProb = nProb;
where pRewardInfo.nProb is the nProb variable of the class of RewardInfo which stores each items specific reward info.

I use the BMS drop data and it's equivalent to version 53 of GMS. If your version is higher, you're gonna have to manually add what you're missing and if you're a very high version... it's gonna take a while to readjust/add everything else.
 
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