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MVP Listed drops not working


mawjustin

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Hi Team,

 

May I ask for assistance on this concern?

In my db/re/mob_db.txt this is my Osiris.

1038,OSIRIS,Osiris,Osiris,68,475840,1,245520,200880,1,1980,1503,172,164,97,99,86,131,145,67,10,12,1,1,89,0x6283695,100,1072,672,384,122760,751,500,603,4000,608,3000,617,2000,1232,150,2235,200,1255,600,1009,1000,5053,150,1285,100,0,0,0,0,4144,1

But all of it is not showing.

Capture.PNG.a6e9754b8e5afb3e29a2d9246e8d3118.PNG

MVP Items is only showing Osiris Doll.

2.PNG.a349df3081d7bd3d686ed601d3361fb7.PNG

Where it should give OBB, YGG Seed and Osiris Doll.

 

This is my conf/battle/drops.conf

//--------------------------------------------------------------
// rAthena 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 user's 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: 2500
item_rate_common_boss: 2500
item_rate_common_mvp: 2500
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: 2500
item_rate_heal_boss: 2500
item_rate_heal_mvp: 2500
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: 2500
item_rate_use_boss: 2500
item_rate_use_mvp: 2500
item_drop_use_min: 1
item_drop_use_max: 10000

// The rate at which equipment is dropped.
item_rate_equip: 2500
item_rate_equip_boss: 2500
item_rate_equip_mvp: 2500
item_drop_equip_min: 1
item_drop_equip_max: 10000

// The rate at which cards are dropped
item_rate_card: 2500
item_rate_card_boss: 2500
item_rate_card_mvp: 2500
item_drop_card_min: 1
item_drop_card_max: 100000

// The rate adjustment for the MVP items that the MVP gets directly in their inventory
// Mode: 0 - official order, 1 - random order, 2 - all items
item_rate_mvp: 2500
item_drop_mvp_min: 1
item_drop_mvp_max: 10000
item_drop_mvp_mode: 0

// The rate adjustment for card-granted item drops.
item_rate_adddrop: 2500
item_drop_add_min: 1
item_drop_add_max: 10000

// Rate adjustment for Treasure Box drops (these override all other modifiers)
item_rate_treasure: 2500
item_drop_treasure_min: 1
item_drop_treasure_max: 1000

// 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)
//  X\Y | 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

// Increase item drop rate +0.01%? (Note 1)
// On official servers it is possible to get 0.00% drop chance so all items are increased by 0.01%.
// NOTE: This is viewed as a bug to rAthena.
// Default: no
drop_rateincrease: 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

// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
finding_ore_rate: 100

// 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: 500

// Does autoloot take into account player bonuses and penalties? (Note 1)
// If RENEWAL_DROP, Bubble Gum, or any other modifiers are active autoloot
// will take them into account.
autoloot_adjust: 0

Thank you.

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1 hour ago, mawjustin said:

Hi Team,

 

May I ask for assistance on this concern?

In my db/re/mob_db.txt this is my Osiris.


1038,OSIRIS,Osiris,Osiris,68,475840,1,245520,200880,1,1980,1503,172,164,97,99,86,131,145,67,10,12,1,1,89,0x6283695,100,1072,672,384,122760,751,500,603,4000,608,3000,617,2000,1232,150,2235,200,1255,600,1009,1000,5053,150,1285,100,0,0,0,0,4144,1

But all of it is not showing.

Capture.PNG.a6e9754b8e5afb3e29a2d9246e8d3118.PNG

MVP Items is only showing Osiris Doll.

2.PNG.a349df3081d7bd3d686ed601d3361fb7.PNG

Where it should give OBB, YGG Seed and Osiris Doll.

 

This is my conf/battle/drops.conf


//--------------------------------------------------------------
// rAthena 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 user's 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: 2500
item_rate_common_boss: 2500
item_rate_common_mvp: 2500
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: 2500
item_rate_heal_boss: 2500
item_rate_heal_mvp: 2500
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: 2500
item_rate_use_boss: 2500
item_rate_use_mvp: 2500
item_drop_use_min: 1
item_drop_use_max: 10000

// The rate at which equipment is dropped.
item_rate_equip: 2500
item_rate_equip_boss: 2500
item_rate_equip_mvp: 2500
item_drop_equip_min: 1
item_drop_equip_max: 10000

// The rate at which cards are dropped
item_rate_card: 2500
item_rate_card_boss: 2500
item_rate_card_mvp: 2500
item_drop_card_min: 1
item_drop_card_max: 100000

// The rate adjustment for the MVP items that the MVP gets directly in their inventory
// Mode: 0 - official order, 1 - random order, 2 - all items
item_rate_mvp: 2500
item_drop_mvp_min: 1
item_drop_mvp_max: 10000
item_drop_mvp_mode: 0

// The rate adjustment for card-granted item drops.
item_rate_adddrop: 2500
item_drop_add_min: 1
item_drop_add_max: 10000

// Rate adjustment for Treasure Box drops (these override all other modifiers)
item_rate_treasure: 2500
item_drop_treasure_min: 1
item_drop_treasure_max: 1000

// 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)
//  X\Y | 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

// Increase item drop rate +0.01%? (Note 1)
// On official servers it is possible to get 0.00% drop chance so all items are increased by 0.01%.
// NOTE: This is viewed as a bug to rAthena.
// Default: no
drop_rateincrease: 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

// The rate of monsters dropping ores by the skill Ore Discovery (Default is 100)
finding_ore_rate: 100

// 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: 500

// Does autoloot take into account player bonuses and penalties? (Note 1)
// If RENEWAL_DROP, Bubble Gum, or any other modifiers are active autoloot
// will take them into account.
autoloot_adjust: 0

Thank you.

Ive asked about this in rAthena github before and here it is :

https://github.com/rathena/rathena/issues/4700
https://github.com/rathena/rathena/issues/4817
 

And here the explanation about regarding MVP item drop mode that has been added.

https://github.com/rathena/rathena/commit/5110ddbaf47c358a4a656c32043eb9973b3cd0ab

 

- Added a new configuration setting "item_drop_mvp_mode"
* By default "item_drop_mvp_mode" is set to official order (0) which is always starting at first, then going to the second if the first didn't drop and only checking the third if the second didn't drop either
* @mobinfo will now properly consider this and display the effective chance, so if the MVP has 3 MVP item drops at 50%, the first item will display the chance 50%, the second 25% and the third 12.5%, this should help a lot against drop rate confusion (e.g. players wondering why always only the first item drops when all three are displayed at 100%); this only applies to official order (0)
* When "item_drop_mvp_mode" is set to random order (1), MVP item drops are checked in random order, but if one MVP item drops, the process will be canceled, so you will never get more than one MVP item no matter how high the drop rate is
* When "item_drop_mvp_mode" is set to all items (2), all MVP item drops are checked and have a chance to drop, regardless of other MVP items already being dropped or not (i.e. there is a chance that the player gets all 3 MVP items)

 

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1 hour ago, Chaos92 said:

Ive asked about this in rAthena github before and here it is :

https://github.com/rathena/rathena/issues/4700
https://github.com/rathena/rathena/issues/4817
 

And here the explanation about regarding MVP item drop mode that has been added.

https://github.com/rathena/rathena/commit/5110ddbaf47c358a4a656c32043eb9973b3cd0ab

 


- Added a new configuration setting "item_drop_mvp_mode"
* By default "item_drop_mvp_mode" is set to official order (0) which is always starting at first, then going to the second if the first didn't drop and only checking the third if the second didn't drop either
* @mobinfo will now properly consider this and display the effective chance, so if the MVP has 3 MVP item drops at 50%, the first item will display the chance 50%, the second 25% and the third 12.5%, this should help a lot against drop rate confusion (e.g. players wondering why always only the first item drops when all three are displayed at 100%); this only applies to official order (0)
* When "item_drop_mvp_mode" is set to random order (1), MVP item drops are checked in random order, but if one MVP item drops, the process will be canceled, so you will never get more than one MVP item no matter how high the drop rate is
* When "item_drop_mvp_mode" is set to all items (2), all MVP item drops are checked and have a chance to drop, regardless of other MVP items already being dropped or not (i.e. there is a chance that the player gets all 3 MVP items)

 

Thank you! this all make sense now. ?

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