stickboy144
Member
Hey, I'm doing some hobby code & i'm trying to replicate the PSO drop system for funsies.
While digging around the code & other forum guides I've been piecing together the item drop algorithm.
So from what I can tell...
1. Every monster has a drop % for them to drop *any item at all*
This appears to be fixed to the monster data.
2. If it is decided that an item will be dropped, the next roll will determine if its a common or a rare.
Common Branch -
C1. It will decide what type of common it is.
C2. If it is an "armor" then it will decide if it actually an Armor, a Shields or a Units
C3. It will then generate the attributes of the item.
Rare branch -
R1. It will decide which rare is dropped based on map, difficulty & section id.
R2. It will generate the attributes of the rare.
Can anyone tell me if this is correct?
Extra Questions...
1. I can't understand what drop rate increases. E.g. if ephinea is running at 130%, does that mean that monster drop % ger bumped...or the % that an item will be a rare rather than a common.
2. In C2, is the decision for Armor / Shield / Unit determined by chance or by the monster type. I've seen differing data during my digging.
While digging around the code & other forum guides I've been piecing together the item drop algorithm.
So from what I can tell...
1. Every monster has a drop % for them to drop *any item at all*
This appears to be fixed to the monster data.
2. If it is decided that an item will be dropped, the next roll will determine if its a common or a rare.
Common Branch -
C1. It will decide what type of common it is.
C2. If it is an "armor" then it will decide if it actually an Armor, a Shields or a Units
C3. It will then generate the attributes of the item.
Rare branch -
R1. It will decide which rare is dropped based on map, difficulty & section id.
R2. It will generate the attributes of the rare.
Can anyone tell me if this is correct?
Extra Questions...
1. I can't understand what drop rate increases. E.g. if ephinea is running at 130%, does that mean that monster drop % ger bumped...or the % that an item will be a rare rather than a common.
2. In C2, is the decision for Armor / Shield / Unit determined by chance or by the monster type. I've seen differing data during my digging.