Hey there, i have been working with eAthena for a long time now and recently switched to rAthena for obvious reasons. However i have bumped into a problem, the drop chances are behaving EXTREMELY weird. Drop chances of cards for example are always standard 0.01%, i checked db/re/mob_db.txt to see whether the card drop value was the standard value "1" for each mob and that it was.
However i changed the droprates in conf/drops.txt from 100 to 10000 to get it to a 10% drop chance. It also says when i use @rates ingame that normal drop rates / Card 100x and boss drop rates / Card 100x. Did not turn out the way i hoped, mobs seem to have random drop chances ( example: poring card = 0.70%, drops card = 0.80%, etc ).
Any help would be apreciated, my conf/drops.txt code is shown below.
//--------------------------------------------------------------
// 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: 10000
item_rate_common_boss: 10000
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: 10000
item_rate_heal_boss: 10000
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: 10000
item_rate_use_boss: 10000
item_drop_use_min: 1
item_drop_use_max: 10000
// The rate at which equipment is dropped.
item_rate_equip: 10000
item_rate_equip_boss: 10000
item_drop_equip_min: 1
item_drop_equip_max: 10000
// The rate at which cards are dropped
item_rate_card: 10000
item_rate_card_boss: 10000
item_drop_card_min: 1
item_drop_card_max: 10000
// The rate adjustment for the MVP items that the MVP gets directly in their inventory
item_rate_mvp: 10000
item_drop_mvp_min: 1
item_drop_mvp_max: 10000
// The rate adjustment for card-granted item drops.
item_rate_adddrop: 10000
item_drop_add_min: 1
item_drop_add_max: 10000
// Rate adjustment for Treasure Box drops (these override all other modifiers)
item_rate_treasure: 10000
item_drop_treasure_min: 1
item_drop_treasure_max: 10000
// 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: 0
Note!!! Apparently it's bugged even more than i originally thought, when i use @mi poring on 1 character i see all drop chances on 100%, if i go to another character and use @mi poring i get 60% on all items, these stay the same for that specific character so far. My friend tried it to and has 50% on all items :S.
Found the problem, it was the client date, it was below 2012-04-10 so it did not work AT ALL.
Question
Spheres
Hey there, i have been working with eAthena for a long time now and recently switched to rAthena for obvious reasons.
However i have bumped into a problem, the drop chances are behaving EXTREMELY weird.
Drop chances of cards for example are always standard 0.01%, i checked db/re/mob_db.txt to see whether the card drop value was the standard value "1" for each mob and that it was.
However i changed the droprates in conf/drops.txt from 100 to 10000 to get it to a 10% drop chance.
It also says when i use @rates ingame that normal drop rates / Card 100x and boss drop rates / Card 100x.
Did not turn out the way i hoped, mobs seem to have random drop chances ( example: poring card = 0.70%, drops card = 0.80%, etc ).
Any help would be apreciated, my conf/drops.txt code is shown below.
Note!!!
Apparently it's bugged even more than i originally thought, when i use @mi poring on 1 character i see all drop chances on 100%, if i go to another character and use @mi poring i get 60% on all items, these stay the same for that specific character so far.
My friend tried it to and has 50% on all items :S.
Found the problem, it was the client date, it was below 2012-04-10 so it did not work AT ALL.
Edited by SpheresLink to comment
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