Thanks!
The rarity modifier is set up to only affect the the initial rarity and not anything within that rarity.
You could edit it and tweak it and try to figure it out though.
In the script there's a section...
Code: Select all
cmp r11,5 //Check r11 versus 5.
jne skip //Skip over the override if it's choosing non-rarity values?
That's the check that makes it only affect initial rarity. You could try changing the 5 to something else to see if that will make it affect something other than just rarity (if you wanted to watch the original lines to see which values r11 and other registers have as the loot function runs).
You could also just comment out
both lines to make the modifier affect
everything and then change the value in the table as you see fit, but the problem is that heavily limits what things drop (like what classes of items can drop) in a way that's... not very useful.