Yes, my supposition is : "the gold drop is set into the sql database". As a supposition, it may be wrong.
I base my supposiiton on one setting into the worldserver.CONF file: "Rate.Drop.Money = 1"
Because i never compiled a worldserver.exe, i would like to know what the quoted setting line is referring to.
With some research on source files, in the "loottables.cpp" , there is an interesting thing ... (line 43 :
https://github.com/EQEmu/Server/blob/master/zone/loottables.cpp )
Code:
if (!bGlobal) {
*copper = 0;
*silver = 0;
*gold = 0;
*plat = 0;
}
lts = database.GetLootTable(loottable_id);
if (!lts)
return;
uint32 min_cash = lts->mincash;
uint32 max_cash = lts->maxcash;
copper, solver, gold, are understandible notions for us, even we don't really understand the reasons of this code. But if we look further, it referring to a "database" variable, and the gold maybe be affected with the "min_cash" and "max_cash" variables.... Let's see where i can look to this "database" reference....
https://github.com/EQEmu/Server/blob/master/zone/zonedb.cpp :
So in this file, we should have the answer....
There are some setting about player/bank copper numbers, we don't care about it, but in the line 4197, there is "dbpc->copper", and the definition for dbpc is "PlayerCorpse_Struct* dbpc" (line 4179). Another structure Yihah! (* bang! *)
Hummm i think about only to put some "HL" consumable as gift to replace the gold reward! lol