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Rarity system

Newbie Spellweaver
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Hello, I've implemented the Rarity system, but the problem is that monsters aren't dropping weapons with Rarity. I have the corresponding INC file included, and it seems to be read properly. I can increase the rarity using the Rarity merge, but nothing is dropping. There are no error logs either. Does anyone know what might be causing this issue?
 
Newbie Spellweaver
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Nov 24, 2023
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Hello, I've implemented the Rarity system, but the problem is that monsters aren't dropping weapons with Rarity. I have the corresponding INC file included, and it seems to be read properly. I can increase the rarity using the Rarity merge, but nothing is dropping. There are no error logs either. Does anyone know what might be causing this issue?
Mover.cpp
CMover :: DropItem
 
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Newbie Spellweaver
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Mover.cpp
CMover :: DropItem
Code:
                                pItemElem->m_nHitPoint    = pItemProp->dwEndurance;
                                pItemElem->SetRandomOpt( CRandomOptItemGen::GetInstance()->GenRandomOptItem( lpMoverProp->dwLevel, (FLOAT)nProbability / 100.0f, pItemProp, lpMoverProp->dwClass ) );
                            }
                            pItemElem->SetAbilityOption( lpDropItem->dwLevel );        // Ãß°¡ ´É·ÂÄ¡ +1, +2 °°Àº°Å.
#ifdef __WEAPON_RARITY
                            pItemElem->SetRandomWeaponRarity();
#endif // __WEAPON_RARITY                           
                            pItemElem->SetSerialNumber();
                            CItem* pItem    = new CItem;
                            pItem->m_pItemBase    = pItemElem;


i have this on Mover.cpp CMover :: DropItem
 
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Newbie Spellweaver
Joined
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Messages
17
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Code:
                                pItemElem->m_nHitPoint    = pItemProp->dwEndurance;
                                pItemElem->SetRandomOpt( CRandomOptItemGen::GetInstance()->GenRandomOptItem( lpMoverProp->dwLevel, (FLOAT)nProbability / 100.0f, pItemProp, lpMoverProp->dwClass ) );
                            }
                            pItemElem->SetAbilityOption( lpDropItem->dwLevel );        // Ãß°¡ ´É·ÂÄ¡ +1, +2 °°Àº°Å.
#ifdef __WEAPON_RARITY
                            pItemElem->SetRandomWeaponRarity();
#endif // __WEAPON_RARITY                          
                            pItemElem->SetSerialNumber();
                            CItem* pItem    = new CItem;
                            pItem->m_pItemBase    = pItemElem;


i have this on Mover.cpp CMover :: DropItem
1709741708285 - Rarity system - RaGEZONE Forums


on resource check drop rate
 

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