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ROArdentPlayer

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  1. I had to ask AI. Is this legit? 1. Add the New Bonus Enum In src/map/battle.hpp, add the new bonus to the e_bonus enum: enum e_bonus { // ... existing entries bAddHealFoodDrop, // New bonus for healing/food item drop rate // ... remaining entries }; 2. Update Bonus Name Array In src/map/battle.cpp, add the bonus name to the bonus_name array: { "bAddHealFoodDrop", bAddHealFoodDrop }, // Maps the script name to the enum 3. Modify Drop Rate Calculation In src/map/mob.cpp, update the mob_dead function to apply the bonus for healing items: Locate the drop rate calculation section (around where bAddDrop is applied) and modify it: if (steal) { rate = rate * (100 + sd->indexed_bonus.bAddStealRate) / 100; } else { int drop_bonus = sd->indexed_bonus.bAddDrop; struct item_data *id = itemdb_exists(md->dropitem[i].nameid); if (id && id->type == IT_HEALING) { drop_bonus += sd->indexed_bonus.bAddHealFoodDrop; // Apply additional bonus } rate = rate * (100 + drop_bonus) / 100; }
  2. Hi, I wonder if possible to make a script that increases the drop rate of a certain type using @aloottype item category as references. For example, Poring has a probability of dropping Apple. If put; bonus2 bAddMonsterDropItemType,0,500; "0" as Potion/Food item group as in @aloottype designated. So Poring will most likely drop Apple or Potion/Food for any monster that is killed, is that even possible to add these scripts?
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