I never did acctualy configured a server files from scratch. I am wondering, how the DROP TAX works? Inside the MOB file, the "drop table".
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I never did acctualy configured a server files from scratch. I am wondering, how the DROP TAX works? Inside the MOB file, the "drop table".
No tax.
Monster drop config is much the same as .SPM spawn rates.
Ex Hoppy:-Translate?Code://몬스터가 떨어뜨리는 아이템 설정 블럭
*아이템카운터 1
*아이템 2350 없음
*아이템 5800 돈 8 15
*아이템 1200 ps101 pl101
*아이템 400 da102 wa101 wh101 wp101 ws101 wt101 or101 gp101
*아이템 200 gp101 gp101 ds101 db101 dg101 oa201 os102
*아이템 50 os103 or102 or103 oa102 oa103 gp109
Same as SPM, add up the weights of each drop row and you get 10,000.Code://Monster drop set
*NoDrops 1
*Drop 2350 Air
*Drop 5800 Gold 8 15
*Drop 1200 ps101 pl101
*Drop 400 da102 wa101 wh101 wp101 ws101 wt101 or101 gp101
*Drop 200 gp101 gp101 ds101 db101 dg101 oa201 os102
*Drop 50 os103 or102 or103 oa102 oa103 gp109
1 drop per kill. That drop has :-
- 23.5% chance it will be "Air Drop". (nothing at all)
- 58% chance it will be between 8 and 15 gold.
- 12% chance it will be Mini Stamina Potion or Mini Life Potion
- 4% chance it will be Battle Suit, Stone Axe, Club, Pole, Short Bow, Javelin, Round Ring or Hopy Crystal
- 2% chance it will be Hopy Crystal, Hopy Crystal, Wood Shield, Leather Boots, Leather Gloves, Leather Armlets or Sereneo
- .5% chance it will be Fadeo, Sereneo, Fadeo, Sereneo, Fadeo or Mystic Crystal
Yes... the same item appears several times, sometimes even on the same line.
Having rolled a 10,000 sided dice (:scared: okay, that's just a beach ball isn't it, say 500d20 in AD&D terms) to decide what row we are going to drop from, if it isn't gold or air then for each line, we throw balls with each of these names into the bag, pluck out 1 and that's what drops.Spoiler:
Or... if you are a "Monoply" man, you could think of each row as a "Community Chest", item names on cards... shuffle and cut, bottom card is what you take. There may be cards with the same prize written on, but that just increases the chance of you getting that card. (IMS there where 3 "Get out of jail Free!" cards in the pack and about 4 or 5 "It's your birthday, collect £10 from each player." cards. But with all the variations... you get the idea)
Clear as mud? :thumbup:
Yes, Clear as mud xDD
but the % it is counted by 100 mob in 100 mob? % is x/100...
Yes, but it doesn't have to be.
Some multiple of 10 is a good idea. If the weights total 100 then the weight = percent. If they total 1000 then weight ÷ 10 = percent. 10,000 then weight ÷ 100 = percent. (We're just shifting decimal places... so it's easy)
Equally if they add up to 50 then weight × 2 = percent. If they add up to 25,000 then weight ÷ 250 = percent. (And now you can see how you *can* make your own life difficult.)
Some people have used automated tools to instantly change Spawn rates and drop rates and stuff... these tools "sometimes" make the files very difficult to read for a "human being"... fe... all items are listed on their own line, the total drop weights is 264342 and you are staring at it thinking... "What numpty wrote a file like that!?" when actually, no "numpty" wrote it. Some "semi-intelligent" person had a "brain fart" (as we do) and thought it would be cleaver to write a program to do it for them, because "nobody ever reads those files anyway... right?" Wrong! -.- :wink:
Because I know you are also a programmer Sheen, I'll tell you that the total is added up in a DWord and the percentages of each line divided by that. I couldn't be certain whether that DWord was calculated "signed" or otherwise, but can be certain that (SEH aside) there is no protection against you exceeding the integer limits of a DWord in the routines... so just don't add up a total that's too big. (0xFFFFFFF8 is safe) K?Spoiler: