


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:
