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Luk affect drop rates.


xMysth

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Good day.


I need help.
It's possible luk not affect card drops, only to equipment and usable items?

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// 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

Thanks for your help.

Edited by xMysth
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On 3/5/2024 at 1:21 PM, xMysth said:

Good day.


I need help.
It's possible luk not affect card drops, only to equipment and usable items?

Thanks for your help.

I don't know if it is "not posible" but, at least by config db, it seems to be imposible, be cause there is no other declaration about "drop and luk".
Maybe u could take a look at src files, like map, or stats... but i really doubt, at least without doing a "great" src edit

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On 3/5/2024 at 5:21 PM, xMysth said:

Good day.


I need help.
It's possible luk not affect card drops, only to equipment and usable items?

Thanks for your help.

Depending on how your server rates are that can be easy to do or a bit harder.

The setting affects the drop rate directly when killing a monster and inside the drop rate function (mob.cpp, mob_getdroprate) you don't have access on the item info.

But if you for example always want the card drop rate to be unmodified (also by other on-dead effects), you could just not call the mob_getdroprate function for cards.

			if (it->type != IT_CARD)
				drop_rate = mob_getdroprate(src, md->db, md->db->dropitem[i].rate, drop_modifier, md);
			else
				drop_rate = md->db->dropitem[i].rate;

For example like this.

You would need to do the same modification in atcommand.cpp, ACMD_FUNC(mobinfo), otherwise the "monsterinfo" atcommand would show a fake higher card drop rate (note that here the item data is called id and not it).

Edited by Playtester
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