Scroll down in the balance.txt and change the values to these and the mobs drop virtually nothing but brown/orange/green items: ZRareExpectation15 = 1000, ZRareExpectation14 = 1000, ZRareExpectation13 = 1000, ZRareExpectation12 = 1000, ZRareExpectation11 = 1000, ZRareExpectation10 = 1000, ZRareExpectation09 = 1000, ZRareExpectation08 = 1000, ZRareExpectation07 = 1000, ZRareExpectation06 = 1000, ZRareExpectation05 = 1000, ZRareExpectation04 = 1000, ZRareExpectation03 = 1000, ZRareExpectation02 = 1000, ZRareExpectation01 = 1000, ZRareExpectation00 = 1000
It's also a good idea to change this...it modifies how much time items dropped by you or a mob stay on the map, you might want some extra time to go through the drops as your inventory fills up very very quick: dropTimeItemReserved = 300, dropTimeItemDestroy = 300, dropTimeItemUnloadedDestroy = 300
I found this useful...lowering this value to the number i have displayed recycles the items in a vendor's inventory...you have to kinda leave the area and come back, like in the main city, just running around in a circle to the 3 vendors in each part of the city is enough to always get different stuff: TraderOffer_MaxLifetime = 180
Will allow just the best items to drop (potions, cash, books, orange, yellow, set items and runes) no junk items drop at all.
I will further try to narrow down the list as time goes on. I would like to know which are just set and which are just orange next.
UPDATE:
-setting them all to zero just goes back to default and all you get is junky gray and blue loots
-Setting just: ZRareExpectation15 = 1000, and the rest to zero will still produce the same effects are the code I pasted above... so line 15 is the key to the whole thing.. its the line of code that controls the rarest drops (orange and green and books)
die genauen werte muss jeder für sich rausfinden ich habs lieber wenn die händler gold+orange verkaufen weil sonnst soviel dropt bei sovielen gegnern
in der datei "balance.txt" gibts noch viel mehr zum einstellen. wer lesen kann is klar im vorteil
Here's an explanation of some values, but babelfish doesn't help much. I think its German...if someone translate or understand babelfish better. I would like to know what he posted.
I just started looking for a solution for the 2.31 update that made the vendors become utterly unuseful. I could find anything about them but the value to give them the rare items to sell. I am starting to think that they have been considered " monsters" instead of traders, so their chance to have nice items is like a "drop value". So i think that fiding the drop item ratio is very important to find out how to make the trader offer good stuff again.
NORMAL_STANDARD = 350, (chance for a normal enemy to drop item) NORMAL_RUNE = 15, (same as above, but with runes) CHAMP_STANDARD = 700, (same as above, normal items from champions) CHAMP_RUNE = 45, (agai, chances for rune to be dropper by a champion) BOSS_STANDARD = 1000, (this is for item chance from bosses) BOSS_RUNE = 600, (chances of runes from bosses) EXTRAGOLD = 0, (chance extra gold) chance for extra gold? EXTRAPOTION =0, (chance extra tränke) extra potion? EXTRARUNE = 0, (chance extra runen)extra rune from each enemy? Trader_Item = 2300, (chance items beim händler) Trader_Many = 10000, (chance ?¿ beim händler) wie "trader_item" Trader_SpecialOffer = 0, (chance spezial angebote bei händler) Well_Potion = 1000, (chance bessere tränke) QUEST_UNIQUE = 0, (chance unique von quest) SUBFAMDROP_LOWCHANCE = 10, (chance lowlvl rohstoffe) SUBFAMDROP_HIGHCHANCE = 100, (chance highlvl rohstoffe) the last two are about the chance of drop of item based on the level difference.
If someone will be able to help me find the line to have back uber traders, post here or pm me!