[Release] DarksTeam MuServer 97d+99i Beta 43.3

I saw it on commonserver we have these settings ?

what would be the correct settings ?



Are the settings set to 0? Does it somehow affect the drop at the golden monster ?

because often golden monster also gives failed drop Box of Kundun ,if anyone can help me with some information
That has nothing to do with the golden invasion. DarkMaster should load the golden reward in the gObjMonsterItemGive function.
 
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Code:
void Functions::MonsterDieGiveItem(LPOBJ lpObj, LPOBJ lpTarget)
{
    int Type;
    int Level;
    int X1 = rand() % 3;
    int X2 = rand() % 3;
    int Y1 = rand() % 3;
    int Y2 = rand() % 3;

    if (lpObj->Life <= 0 && lpTarget->Live != 0)
    {
        if (lpObj->Type == MONSTER)
        {
            if (lpObj->Class == 78)
            {
                Func.AllServerAnnounce("[%s] Derroto un Goblin Dorado.", lpTarget->Name);
                int MaxHitUser = gObjMonsterTopHitDamageUser(lpObj);
                Level = 8;
                Type = ItemGetNumberMake(14, 11);

                if (Setting.EnableGoldenDrop == 1)
                {
                    if (Setting.ItemCountGoblin > 0)
                    {
                        for (int i = 0; i < Setting.ItemCountGoblin; i++)
                        {
                            ItemSerialCreateSend(lpObj->m_Index, lpObj->MapNumber, lpObj->X + X1 - X2, lpObj->Y + Y1 - Y2, Type, Level, 0, 0, 0, 0, MaxHitUser, 0);
                        }
                    }
                }
                return;
            }
            else if (lpObj->Class == 53)
            {
                Func.AllServerAnnounce("[%s] Derroto un Titan Dorado.", lpTarget->Name);
                int MaxHitUser = gObjMonsterTopHitDamageUser(lpObj);
                Level = 9;
                Type = ItemGetNumberMake(14, 11);

                if (Setting.EnableGoldenDrop == 1)
                {
                    if (Setting.ItemCountTitan > 0)
                    {
                        for (int i = 0; i < Setting.ItemCountTitan; i++)
                        {
                            ItemSerialCreateSend(lpObj->m_Index, lpObj->MapNumber, lpObj->X + X1 - X2, lpObj->Y + Y1 - Y2, Type, Level, 0, 0, 0, 0, MaxHitUser, 0);
                        }
                    }
                }
                return;
            }
            else if (lpObj->Class == 79)
            {
                Func.AllServerAnnounce("[%s] Derroto un Dragon Dorado.", lpTarget->Name);
                int MaxHitUser = gObjMonsterTopHitDamageUser(lpObj);
                Level = 10;
                Type = ItemGetNumberMake(14, 11);

                if (Setting.EnableGoldenDrop == 1)
                {
                    if (Setting.ItemCountDragon > 0)
                    {
                        for (int i = 0; i < Setting.ItemCountDragon; i++)
                        {
                            ItemSerialCreateSend(lpObj->m_Index, lpObj->MapNumber, lpObj->X + X1 - X2, lpObj->Y + Y1 - Y2, Type, Level, 0, 0, 0, 0, MaxHitUser, 0);
                        }
                    }
                }
                return;
            }
            else if (lpObj->Class == 80)
            {
                Func.AllServerAnnounce("[%s] Derroto un Lizard King Dorado.", lpTarget->Name);
                int MaxHitUser = gObjMonsterTopHitDamageUser(lpObj);
                Level = 11;
                Type = ItemGetNumberMake(14, 11);

                if (Setting.EnableGoldenDrop == 1)
                {
                    if (Setting.ItemCountLizard > 0)
                    {
                        for (int i = 0; i < Setting.ItemCountLizard; i++)
                        {
                            ItemSerialCreateSend(lpObj->m_Index, lpObj->MapNumber, lpObj->X + X1 - X2, lpObj->Y + Y1 - Y2, Type, Level, 0, 0, 0, 0, MaxHitUser, 0);
                        }
                    }
                }
                return;
            }
            else if (lpObj->Class == 82)
            {
                Func.AllServerAnnounce("[%s] Derroto un Tantallo Dorado.", lpTarget->Name);
                int MaxHitUser = gObjMonsterTopHitDamageUser(lpObj);
                Level = 12;
                Type = ItemGetNumberMake(14, 11);

                if (Setting.EnableGoldenDrop == 1)
                {
                    if (Setting.ItemCountTantalos > 0)
                    {
                        for (int i = 0; i < Setting.ItemCountTantalos; i++)
                        {
                            ItemSerialCreateSend(lpObj->m_Index, lpObj->MapNumber, lpObj->X + X1 - X2, lpObj->Y + Y1 - Y2, Type, Level, 0, 0, 0, 0, MaxHitUser, 0);
                        }
                    }
                }
                return;
            }
        }
    }

    gObjMonsterDieGiveItem(lpObj, lpTarget);
}
 
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Hello, can you help me with some information ? I got this Visual Studio 2019_Enterprise. etc

and I know you put this code How do I install it or make a dll ?,I looked for some tutorials on YouTube but I don't understand anything.
 

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Hello, can you help me with some information ? I got this Visual Studio 2019_Enterprise. etc

and I know you put this code How do I install it or make a dll ?,I looked for some tutorials on YouTube but I don't understand anything.
It doesn't work that way. Just so you understand, if you build a complete car, that would just be a window.
 
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I disabled it because I don't understand exactly,Does it refer to what items drop from the box ?

BoxOfGoldDropRate =0
ItemDropRateForBoxOfGold = 0
EventChipDropRateForBoxOfGold = 0

In the original patch 43.3 you have these settings
BoxOfGoldDropRate = 40
ItemDropRateForBoxOfGold = 80
EventChipDropRateForBoxOfGold = 80

Fixed
 

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Last edited:
I discovered a strange problem I want you to make a random invitation to BloodCastle....

what is the problem ? drops from monsters use Chaos Goblin Machine and have Invisibility Cloak +6

Is there any way to create a random invitation ?

AngelKingsPaperDropRate = 100
BloodBoneDropRate = 100
 

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I disabled it because I don't understand exactly,Does it refer to what items drop from the box ?

BoxOfGoldDropRate =0
ItemDropRateForBoxOfGold = 0
EventChipDropRateForBoxOfGold = 0

In the original patch 43.3 you have these settings


Fixed
That's the box of luck for the rena drop. If you disable it, it does a normal drop without the rena.

;--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
; Box of Heaven
;--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

EventChipEvent = 0 ; Active Rena (0:Disabled,1:Enable)
EventChipServerConnect = 0 ; Active Event Box of Heaven (0:Disabled,1:Enable)
EventChipServerIp = 127.0.0.1

BoxOfGoldDropRate = 100 ;Drop Rate Box of Heaven (N/100)
ItemDroprateForBoxOfGold = 100 ;Drop Rate Itens of Box of Heaven (N/100)
EventChipDropRateForBoxOfGold = 100 ; Percentage Drop Rate Rena of Box of Heaven (N/100)