We'll see Maybe sometime soon.I think it would be a good addition, but it's your decision on whether to add that sort of thing. The other way of doing it that I was thinking of is actually dropping the loot directly based on a Main.rand.Next() call that is different depending on the drop rate you set with O/P. That's why it would be complicated, because you'd have to do it for each drop, and it would make the code huge.
The thing is, with simply calling NPCLoot() times the drop rate factor, it could end up still being no drop. It's just the way RNG works. I could, however, increase the number of times NPCLoot() is called per drop rate factor.
If it were me, I would add the hook for NPCLoot(). It would be pretty cool to have a drop rate plugin .
v22.214.171.124: Added plugin support for IPluginPlayerQuickBuff.