![]() ![]() Microsoft Advertising uses these cookies to anonymously identify user sessions. It also serves behaviorally targeted ads on other websites, similar to most specialized online marketing companies. The Facebook cookie is used by it's parent company Meta to monitor behavior on this website in order to serve targeted ads to its users when they are logged into its services. Google will use this information for the purpose of evaluating your use of the website, compiling reports on website activity for us and providing other services relating to website activity and internet usage. The purpose of Google Analytics is to analyze the traffic on our website. Security (protection against CSRF Cross-Site Request Forgery) Stores login sessions (so that the server knows that this browser is logged into a user account) which cookies were accepted and rejected). Storage of the selection in the cookie banner (i.e. being associated with traffic metrics and page response times. Random ID which serves to improve our technical services by i.e. I ended up with 99 ribbons just from changing jobs and abilities and it triggering something on re-equipping characters.Server load balancing, geographical distribution and redundancy Took a while to understand how it works and I'm still in doubt if either this or messing with the item inventory min-max counts causes your whole equipment to re-"drop" when changing jobs or losing and regaining characters. It's a bit of a weird (and pretty complex) loophole concocted by panraven. So if enemy A can drop a potion or an elixir, both can potentially drop for one calculation, but if you want both to drop simultaneously, you'd need to loop the calculation more than once and choose appropriate weights. However, every time a drop is calculated it only chooses one of the slots. The modifiers are applied to all slots so it may trigger drops of common or rare items. I second this, my level is at the point where certain blue spells will no longer hit me and I don't want to miss out on them. I like archiving these tables for other people I know as well, they're nice for niche options like this. I used it to farm all those enemy exclusive steals / drops from way late in the game like Enhancer Swords and what not. Thanks for the hard work on this table, it was working wonderfully until yesterday, they updated the game with a 16mb patch and now it's no longer functioning.Ĭould we get an update because this thing was a god send honestly. Just like OP mentioned, this is only for FFV - I'm sure this can be edited to include other PR versions.Įdit: Looks like I uploaded my test version with incorrect ID's. I'm not proficient in all this, so I didn't make it pretty - It just suited my needs. You can technically make things like 'Firaga' or 'Jump' drop, as they are terms in the content localization file - but it doesn't seem to cause problems and nothing is added to your inventory. I did a bit of testing, but I'm pretty sure the ID's in table extras are accurate. Using both it and other tables, I was able to figure out what ID's drop which Items. Extracting the assets from unity reveal there is a "content" localization table. Using Mono, the constructor method has fields that point to ContendId's. Below is the CT, feel free to add and improve on it. I've figured out how to change what drops. So lets say enemy A has 2 possible items (one very common and one very rare) and we set the weight to all "slots" to a high number then both the rare and common will be gained? Question on the item drop rate, does this mean we can make all items an enemy can drop, drop? (Specifically in FFV) Most victory menus can only display values from 1-9 so 16 potions will show as a drop of 1 potion, but the inventory will increase by 16 correctly. The more times the drop calculations are looped the more possible items can be dropped.Ī monster party capable of dropping 2 potions, when looped 8 times, can result in dropping 16 potions with big weights. It will loop the drop calculations as many times as specified in Loop Count. ![]() The drop calculations can be looped if the recalculate drops option is activated. For a common drop in a slot, a weight of 100 almost guarantees a drop everytime the slot is calculated.įor the rarest drops, weights over 60000 give very little increases in chance of drop and even then the drops are about 50% per time it's calculated. The weights are heavier the more common an item is. The higher the weight, the more likely a drop will occur. This script alters drop rates for up to 8 possible drop slots a monster party can have.Ī common weight adds to the drop rate of all slots equally.Ī skew weight adds to the drop rate of each slot less and less from rarest to most common.Ī skew weight of 128 means for each slot starting from the rarest gets:
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