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Adding MAKE_ITEM_GROUP #247
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What do you think about improving the item_group a bit so that in this table we could also set the drop percentage for each of the 30 items? This way, we would have greater control over the drop in the item group. What do you think ? |
I wouldn't mind but this is typical korean RNG. |
@xGuTeK I like the idea, the more control, the better. However we need to think on some scenarios. What would the table layout looks like? that means now instead of 30 columns, we got 60? and what precedent? The ITEM_GROUP percent or the K_MONSTER_ITEM? |
The item_group table will have 61 columns:
In the k_monster_item table, item groups are simply assigned lower IDs. For example, if the items consist of a 9-digit number, the item groups will have IDs with a maximum of 8 digits. The sPercent will represent the length of the range for each item. Here's how it works:
The server will then generate a random number within the total range and select the item based on where that number falls:
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Sounds great. We can work and shape this idea further through a PR, something that we can test and try out, because I might not fully get the idea behind this due to the lack of my understanding about item drops, but the way you describe it, it sounds like something simple to implement. I can see where this idea can really shine, is when we want within the 30 items in the item group to set one very special item to 1%, like GM trophy or something 😆 |
I almost finished it ;) |
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Description
We need to make an item_group array that gets data from the database (DoFieldExchange(CFieldExchange), then tie it to
AIServer npc.cpp.
Openko has implemented this, here is a link that serves as an example.
Use case
Item_groups consist of around 30 columns of drops that ties it to the monster item drop's.
Currently we are missing out on a lot of drops.
Are you willing to work on and submit a PR to address the issue?
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