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Old 03-11-2005, 06:23 AM   #1 (permalink)
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Default LootPack

Correct me if im wrong but in the LootPack.cs file there are lines like this.

Code:
		public static readonly LootPack AosRich = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "10d10+150" ),
				new LootPackEntry( false, MagicItems,	 20.00, 1, 4, 0, 40 ),
				new LootPackEntry( false, MagicItems,	 10.00, 1, 5, 0, 60 ),
				new LootPackEntry( false, MagicItems,	  1.00, 1, 5, 0, 90 ),
				new LootPackEntry( false, Instruments,	  1.00, 1 )
			} );
What I did just to test was change one line to look like this.
Code:
new LootPackEntry( false, MagicItems,	 100.00, 1, 4, 100, 100 ),
In this line whats its saying is there is a 100% chance that it will drop 1 item with 4 properties all off 100% intensity.

At least thats what I thought....

I added this line in to the FilthyRich section and killed around 50 Blood Elementals with 0 luck and with 1000 luck and not once did I get an item with 4 maxed attributes. I didnt even get 1 item with 1 Maxed attribute. In that statement I thought it will drop that 100% of the time since thats how its set.

Am I wrong or does this LootPackEntry just not work correctly like it should?
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Old 03-11-2005, 06:54 AM   #2 (permalink)
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it depends on which entry you changed.
The way the lootpacks work, is that they go through the entries in order and if they add something from one, then luck will not affect any of the following ones, so entries near the end of the list can have a much lower chance of being luck modified. Try moving your modified entry up to the top of the list.

What are you defining as a "maxed" attribute? Each attribute has inidividual max limits that are defined in baserunictool.cs, an intensity of 100 means that it will reach the individual max for a given added attribute.
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Old 03-11-2005, 07:06 AM   #3 (permalink)
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Quote:
Originally Posted by ArteGordon
What are you defining as a "maxed" attribute? Each attribute has inidividual max limits that are defined in baserunictool.cs, an intensity of 100 means that it will reach the individual max for a given added attribute.
Yeah im defining a maxed attribute off runics like 8% lower mana cost is maxed. 20 lower reagent cost is maxed

Thanks again Arte I will give this a try.
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Old 03-11-2005, 07:22 AM   #4 (permalink)
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That isnt working either.
Heres my lootpack section.

Code:
		public static readonly LootPack AosFilthyRich = new LootPack( new LootPackEntry[]
			{
				new LootPackEntry(  true, Gold,			100.00, "2d100+200" ),
				new LootPackEntry( false, MagicItems,	 100.00, 1, 6, 100, 100 ),
				//new LootPackEntry( false, MagicItems,	 33.00, 1, 4, 50, 70 ),
				//new LootPackEntry( false, MagicItems,	 33.00, 1, 4, 50, 80 ),
				//new LootPackEntry( false, MagicItems,	 20.00, 1, 5, 55, 95 ),
				//new LootPackEntry( false, MagicItems,	  5.00, 1, 5, 80, 100 ),
				//new LootPackEntry( false, Instruments,	  2.00, 1 )
			} );
I tried with 0 luck, then 1000 luck, then 2000 luck.
and.... No luck

Still nothing with max attributes.
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Old 03-11-2005, 07:34 AM   #5 (permalink)
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I just tried that exact entry and I am getting maxed attributes on everything that I have looked at so far.
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Old 03-11-2005, 07:37 AM   #6 (permalink)
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have you modified any scripts by any chance?
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Old 03-11-2005, 07:51 AM   #7 (permalink)
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lol its late 7am and havent slept yet and I could smack myself for what I did... lol

I have 2 runuo folders one for our real shard and one for test shard to test things before making live changes. well.... lol I edited real shard file while restarting test shard over and over not noticing any change. Lack of sleep sorry.

I'll edit the correct script this time and im sure it will work. If it doesnt I'll post


Thanks for the help Arte

*feels like a moron*
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Old 03-18-2005, 04:12 AM   #8 (permalink)
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I have been looking at luck as well and I can see a difference when I wear high luck but nothing like pub 27 quality loot. Was any work done to the loot system in RunUO to make it on par with EA pub 27? I assume not. If I am correct then I my understanding of RunUO is that I will need to adjust all of the lootpacks to bump up the intensities a bit.
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Old 03-18-2005, 08:35 AM   #9 (permalink)
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That's what Tintamar ended up doing on our shard. Players didn't even bother picking through it anymore cause it was so bad. The only problem I see is, when you get an item, it will have a lot of the same mod percentages. Like a ring will have 12 energy resist, and 12 this and that, or a weapon will come out with 3 things at 33%. That's about it really. Still playing with it though, because it's definitely based on luck, and luck is making everything really powerful.
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Old 03-18-2005, 10:30 AM   #10 (permalink)
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Sounds like more calls to the ever popular Utility.Random() are needed. Have you happened to notice if there is a cap on luck and it's effect on loot, or does it appear that more is always better?

edit:

Answered my own question - luck is capped at 1200 (pre pub 27 spec). Also, the reason you may be seeing multiple items with 33% bonus and so on is evident in the following code snippet:

Code:
public static readonly LootPack AosSuperBoss = new LootPack( new LootPackEntry[]
{
	new LootPackEntry(  true, Gold, 100.00, "5d100+500" ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 25, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 25, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 25, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 25, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 33, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 33, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 33, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 33, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 50, 100 ),
	new LootPackEntry( false, MagicItems,	100.00, 1, 5, 50, 100 ),
...
So its probably not luck at work but just the minimum intensities in the entries. It may be a good idea to stagger the values in the call here so it doesnt look quite so predictable.

And finally, this from stratics:

Quote:
A monster has two types of loot, that which is generated at spawn (like gold, equipment carried, etc) and that which is generated upon death via the average luck of the party which is credited with the kill.
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Old 03-21-2005, 01:39 AM   #11 (permalink)
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They are staggerd for example you put this line and only this line in one of the lootpack entrys

Code:
new LootPackEntry( false, MagicItems,	100.00, 1, 5, 80, 100 ),
Means its gonna drop 1 weapon 100% of the time but on that weapon it will have 1-5 properties but all come out with same value like
33% stam leech
33% mana leech
33% hit lightning

just kind of weird but that is usually with 0 luck on because I have noticed sometimes that they dont always come out that way but a good % of the time they do.
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Old 03-21-2005, 04:49 AM   #12 (permalink)
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Well I have found the problem and fixed it. Although I am pretty confident in this fix i need to do a bit more testing before I post it. It turns out the BaseRunic.Scale is pretty deterministic in its workings. It tends to pin values down around the bottom of their ranges. This explains why you were seeing all of the like values. I saw a number of cases where the intensity was calculated to be quite high but the luck check in scale ended up bringing it back down. With this fix I am seeing a good deal of variance in the values.

I also reworked the luck table so that the cap is now 1360 rather than 1200. I will post my fix later this week.
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Old 04-30-2005, 07:38 PM   #13 (permalink)
 
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It's been about a month since your last post, Xanthos. Do you have the script to post, or have you posted it in another thread?
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