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Runes of Magic: drop rate increace?

Posted: Thu Jan 10, 2013 1:56 pm
by kobold
Hi. I was wondering if there was a way to increase the drop rate or luck like u have done with the speed hack. and if so how would it be possible? thank you in advance

Re: Runes of Magic: drop rate increace?

Posted: Thu Jan 10, 2013 4:19 pm
by Ego95
This is not possible, like increasing your attack speed or your damage, because it's serverside. The speedhack is just possible because the server recognizes it too slowly. The server checks after a few seconds which speedbuffs you have got and decides if it is possible to get from point A to B as fast as you did. Because the servers have got a bad performance and the game itself is very bad coded it's not very exactly.

AlterEgo95

Re: Runes of Magic: drop rate increace?

Posted: Fri Jan 11, 2013 1:51 am
by BlubBlab
How it is with the GCD ? Sometimes the GCD is buggy(some skills) and didn't fire anyone tried that?

Re: Runes of Magic: drop rate increace?

Posted: Fri Jan 11, 2013 4:07 pm
by Ego95
Like I said, this is something that has to do with the attack speed. GCD is server side too.

Re: Runes of Magic: drop rate increace?

Posted: Sun Jan 13, 2013 11:33 am
by BlubBlab
Okay the server test your "luck" and set it right but how is it with probabilitys ? (I hope this translation is right)
So far I know their are in a DB in the data folder, this whole file would be meaning less if the loot is decided only by the server.

Not only that player have reported that they seems to have diffrent luck( probabilitys) from each other.

Re: Runes of Magic: drop rate increace?

Posted: Sun Jan 13, 2013 4:29 pm
by Ego95
in a DB in the data folder
What do you mean by this? I don't understand this. You mean in the Runes of Magic folder??

Re: Runes of Magic: drop rate increace?

Posted: Mon Jan 14, 2013 1:06 am
by BlubBlab
I mean the data.fdb someone told me that in specific Database file in it lies the info in which Mob is which loot to more spezific the probabilitys are their too.

I'dont think I can change the loot to something foreign for the mob but is would it be nice to change the probabilitys to something with more gold value^^

The only riese I didn't test it until now is I must first fix the FDB Extractor first it didn't do it, it don't like the file.

Re: Runes of Magic: drop rate increace?

Posted: Mon Jan 14, 2013 4:15 am
by Jandrana
I mean the data.fdb someone told me that in specific Database file in it lies the info in which Mob is which loot to more spezific the probabilitys are their too.
The loot tables for each mob may be in the data.fdb, but I'm pretty sure that the "loot probability" is controlled server side. During December the loot luck did increase by 10% nearly every day, without any client patches or special buffs. So it must be server side setting.

Re: Runes of Magic: drop rate increace?

Posted: Mon Jan 14, 2013 5:03 am
by lisa
ok so just to clear up.

what BlubBlab is saying is that each mob has a set of items (loot table) which it can possibly drop, he thinks this info is stored locally in data.db So his theory is to alter it to a different loot table so for example a level 1 mob can drop lvl 55 items, pure example.

Jandrana, the luck % can be altered serverside any time they want without a patch, it is basically like giving extra xp from kills.

It may or may not be possible to alter the data.db to do what you want BlubBlab but to be honest I doubt it would actually work. Back in D2 days I could do this easily but the server files would always override what you have clientside but if you were the server (open bnet) then it would go by your files.

Re: Runes of Magic: drop rate increace?

Posted: Mon Jan 14, 2013 5:48 am
by Jandrana
Yes of course, there are two things related to the "value" of a drop:

- the drop luck value
- the loot table (which items can be dropped by this mob).

The drop luck value determines somehow which and how many items from the loot table the mob will drop. Drop luck value is determined server side - it would be very strange, if the actual "chosing" of items from the loot table would be done client side.

Usually for each event they add a special item required for event quests that can drop from any mob. I doubt, they change the loot table database for each mob to include the event items. Even if this is be done by an automated process, it would be a huge change.

I think the server can add items to the loot table dynamically. So the effective loot table should be server side, too.

Yes, it's all just guessing. To find more information about this, a packet sniffer would be required to analyze the traffic if it includes information about the mob loot.

If the local database also includes the loot table, this maybe is just lazyness, because otherwise two databases files would be necessary (one for client, one for server).

Re: Runes of Magic: drop rate increace?

Posted: Mon Jan 14, 2013 11:01 am
by prometheus
it is possible to edit the client database and change the things ingame, but you need hellot of work and luck to parse the lines like they were before you extracted them from the fdb

Re: Runes of Magic: drop rate increace?

Posted: Sun Oct 13, 2013 12:56 pm
by BlubBlab
Hm I tried that again and I was "lucky".
I was able to extract raw data since my last post, since newer time I'm able to understand the meaning of most the datas.

I wasn't able to change the loot itself but I found out throw a first test that if you load the table in unsuitable form like the model folder does, your loot will be automatically set to the level of you char... what is pretty cool.

Re: Runes of Magic: drop rate increace?

Posted: Mon Oct 14, 2013 2:37 am
by BlubBlab
I didn't test but here is what you need to do:

make a folder data in the folder where the fdb files are.
Create a file named treasureobject.db in the data folder.

My treasureobject.db seems to be corrupt(checksum or header) but a 0-byte file should do the same.

Re: Runes of Magic: drop rate increace?

Posted: Fri Oct 18, 2013 1:00 pm
by BlubBlab
I'm not sure how I should handle this project in the future. I'm still at the beginning but I know if I post a success here the GF/RW fix it immediately. Perhaps I should ask admin for a closed section?.

Re: Runes of Magic: drop rate increace?

Posted: Fri Oct 18, 2013 1:43 pm
by Bubi
that would be the best.
they will go to fix that immediately.

Re: Runes of Magic: drop rate increace?

Posted: Sat Oct 19, 2013 1:11 am
by wps
BlubBlab wrote:I didn't test but here is what you need to do:
make a folder data in the folder where the fdb files are.
Create a file named treasureobject.db in the data folder.
My treasureobject.db seems to be corrupt(checksum or header) but a 0-byte file should do the same.
I followed this instruction, kill lv 5 mobs with lv 55 char, 10 of them dropped nothing.
How did you verify this change working?
Did I misunderstand it?

Re: Runes of Magic: drop rate increace?

Posted: Sat Oct 19, 2013 2:04 am
by rock5
Actually I tried it too. Didn't work for me either.

Re: Runes of Magic: drop rate increace?

Posted: Sat Oct 19, 2013 3:54 am
by BlubBlab
I can only tell what happend by me:

I killed with the other tresureobject.db 100 Level 43 mops (with a Level 75er char and I used both times luck powder)
I've got from 95% the mops TQ Items and 25 other items.

I did that without the tresureobject.db I got from 60-75% mops TQ Item and 5 other items.

Even if that doesn't work at all at the end, in the FDB's are all kinds of stuff: Exceptions Scripts for the Quests, Skeleton for the IS, Prices for the NPC, and more. I'm sure something will not checked Server-side.

Re: Runes of Magic: drop rate increace?

Posted: Tue Oct 29, 2013 4:58 pm
by prometheus
Sorry to kill your hopes but drop-rate is unchangeable by clientside only.
You would need to edit more than just a few tables to get what you are looking for.

Basically you need to re-code the client.exe

good luck with that
and if you find the sourcecode tell me :P
I would need it for a few other projects.