PoFire item drops

Anything wrong with them?
Jeido
Posts: 1265

Re: PoFire item drops

Post#11 » Thu Nov 26, 2009 8:16 pm

Usually it's valid, but sometimes there are exceptions to the rule. If an item is powerful (such as a CoTH clicky item) then it needs to be rarer than the rest of the loot. Generally they put all the drops at the same percentage chance as far as I know.
Jeido, Founder of Evolution

ChaosSlayer
Posts: 1693

Re: PoFire item drops

Post#12 » Thu Nov 26, 2009 8:21 pm

the loot table works like this:

A mob can have a LOOT TABLE

which can X number of entries:

LOOT Entry 1 - chance 25% - multiplier x1
LOOT Entry 2 - chance 50% - multiplier x1
LOOT Entry 3 - chance 75% - multiplier x1
LOOT Entry 4 - chance 100% - multiplier x1

These values are what you see on Ala Clone

BUT inside EACH LOOT Entry there is a loot LIST of drop variations which usually looks like this:

LOOT Entry 1:

-Boots - 25%
-Gloves - 25%
-Arms - 25%
-Legs - 25%


Which SHOULD all add up to a 100

NOW I have discovered that on THF SOME of the loot entries were to 100% for EACH item - according to official Emu wiki such loot set up this way NOT suppose to work at all - cause first item on the list automatically gets 100% chance to drop, and no other item should ever drop.
However due to some STRANGE way the emu code treats this table, IF (and only IF) all items inside entry set to 100%, it SOMEHOW causes them to all drop EVENLY. At least in theory. I cannot explain this phenomenon cause it goes against all what is explained in Emu Wiki, but it works.
However if just ONE item is set to 100%, and rest of 99% - only the 1st item will ALWAYS drop- this I have proven myself.
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Tyler
Posts: 4365

Re: PoFire item drops

Post#13 » Fri Nov 27, 2009 4:12 pm

That's a view on our Database editor. Guess one picture explains more than thousand words :)
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tables.JPG
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Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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