Rep Affects Drop?

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locobans
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Post by locobans »

Code: Select all

// 9000 default; the lower the greater the Weapon/Armor/Wand Drop
// 35% Drop 40% of that is an Item 
[B]dTmp1 = m_pClientList[sAttackerH]->m_iRating*m_cRepDropModifier;
if (dTmp1 > 3000) dTmp1 = 3000;
if (dTmp1 < -3000) dTmp1 = -3000;
dTmp2 = (m_iSecondaryDropRate - (dTmp1));
if (iDice(1,10000) <= dTmp2) { [/B]
// 40% Drop 90% of that is a standard drop
// Standard Drop Calculation: (35/100) * (40/100) * (90/100) = 12.6%
iResult = iDice(1,12000);
if ((iResult >= 1) && (iResult <= 3000))          dwValue = 1;
else if ((iResult >= 3001) && (iResult <= 4000))  dwValue = 2;
else if ((iResult >= 4001) && (iResult <= 5500))  dwValue = 3;
else if ((iResult >= 5501) && (iResult <= 7000))  dwValue = 4;
else if ((iResult >= 7001) && (iResult <= 8500))  dwValue = 5;
else if ((iResult >= 8501) && (iResult <= 9200))  dwValue = 6;
else if ((iResult >= 9201) && (iResult <= 9800))  dwValue = 7;
else if ((iResult >= 9801) && (iResult <= 10000)) dwValue = 8;
else if ((iResult >= 10001) && (iResult <= 12000)) dwValue = 9;
	switch (dwValue) {	
case 1: iItemID = 95; break; // Green Potion
case 2: iItemID = 91; break; // Red Potion
case 3: iItemID = 93; break; // Blue Potion
case 4: iItemID = 96; break; // Big Green Potion
case 5: iItemID = 92; break; // Big Red Potion
case 6: iItemID = 94; break; // Big Blue Potion
case 7: switch(iDice(1,2)) {
	case 1: iItemID = 390; break; // Power Green Potion
	case 2: iItemID = 95;  break; // Green Potion
	}
	break;
dTmp1 = m_pClientList[sAttackerH]->m_iRating*m_cRepDropModifier;
Let's say m_cRepDropModifier = 5
And character m_iRating = 200

So dTmp1 = 5*200 = 1000

Now....

dTmp2 = (m_iSecondaryDropRate - (dTmp1));
m_iSecondaryDropRate = 5000
So dTmp2 = 5000 - 1000 = 4000
if (iDice(1,10000) <= dTmp2) {
So you have a success of any number lower than 4000 or equal will make it drop right?

Something wrong uh? positive rep should give more drop uh? :unsure:
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RageIlluminati
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Post by RageIlluminati »

this is selfmade code.. in official files you do not have it...
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diuuude
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Post by diuuude »

RageIlluminati wrote: this is selfmade code.. in official files you do not have it...
Official files sucks... no one have it working 100% and you can't add what you want in it... If at least it was 3.7/3.8 files, it would be usefull but 3.51... the only thing you have is a mssql server running on your host.
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diuuude
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Post by diuuude »

locobans wrote:

Code: Select all

// 9000 default; the lower the greater the Weapon/Armor/Wand Drop
// 35% Drop 40% of that is an Item 
[B]dTmp1 = m_pClientList[sAttackerH]->m_iRating*m_cRepDropModifier;
if (dTmp1 > 3000) dTmp1 = 3000;
if (dTmp1 < -3000) dTmp1 = -3000;
dTmp2 = (m_iSecondaryDropRate - (dTmp1));
if (iDice(1,10000) <= dTmp2) { [/B]
// 40% Drop 90% of that is a standard drop
// Standard Drop Calculation: (35/100) * (40/100) * (90/100) = 12.6%
iResult = iDice(1,12000);
if ((iResult >= 1) && (iResult <= 3000))          dwValue = 1;
else if ((iResult >= 3001) && (iResult <= 4000))  dwValue = 2;
else if ((iResult >= 4001) && (iResult <= 5500))  dwValue = 3;
else if ((iResult >= 5501) && (iResult <= 7000))  dwValue = 4;
else if ((iResult >= 7001) && (iResult <= 8500))  dwValue = 5;
else if ((iResult >= 8501) && (iResult <= 9200))  dwValue = 6;
else if ((iResult >= 9201) && (iResult <= 9800))  dwValue = 7;
else if ((iResult >= 9801) && (iResult <= 10000)) dwValue = 8;
else if ((iResult >= 10001) && (iResult <= 12000)) dwValue = 9;
	switch (dwValue) {	
case 1: iItemID = 95; break; // Green Potion
case 2: iItemID = 91; break; // Red Potion
case 3: iItemID = 93; break; // Blue Potion
case 4: iItemID = 96; break; // Big Green Potion
case 5: iItemID = 92; break; // Big Red Potion
case 6: iItemID = 94; break; // Big Blue Potion
case 7: switch(iDice(1,2)) {
	case 1: iItemID = 390; break; // Power Green Potion
	case 2: iItemID = 95;  break; // Green Potion
	}
	break;
dTmp1 = m_pClientList[sAttackerH]->m_iRating*m_cRepDropModifier;
Let's say m_cRepDropModifier = 5
And character m_iRating = 200

So dTmp1 = 5*200 = 1000

Now....

dTmp2 = (m_iSecondaryDropRate - (dTmp1));
m_iSecondaryDropRate = 5000
So dTmp2 = 5000 - 1000 = 4000
if (iDice(1,10000) <= dTmp2) {
So you have a success of any number lower than 4000 or equal will make it drop right?

Something wrong uh? positive rep should give more drop uh? :unsure:
Try to change the - dtmp1 with + would be more logical i think.
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locobans
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Post by locobans »

Yeah that's what I thought too...
QUOTE (ADDKiD @ Dec 1 2006, 4:01 PM) <br>You guys make me laugh alot, half the shit I say, is bullshit...<br><br><img src='http://img485.imageshack.us/img485/492/banssig1ng.gif' border='0' alt='user posted image' /><br><br><b>I see no changes at all, wake up in the morning and ask myself...<br>Is life worth living? Should I blast myself?</b><br><br><b><a href='http://2paclegacy.com' target='_blank'>2PacLegacy.com</a></b>
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