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#1 (permalink) |
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Forum Expert
Join Date: Feb 2005
Location: USA
Age: 30
Posts: 335
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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 )
} );
Code:
new LootPackEntry( false, MagicItems, 100.00, 1, 4, 100, 100 ), 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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#2 (permalink) |
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Master of the Internet
Join Date: Aug 2003
Posts: 5,688
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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.
__________________
The first line of the first rule in the forum rules and guidelines "Be respectful of others. " For questions, information, and support for XmlSpawner and its addons, visit the XmlSpawner Support Forum |
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#3 (permalink) | |
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Forum Expert
Join Date: Feb 2005
Location: USA
Age: 30
Posts: 335
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Quote:
![]() Thanks again Arte I will give this a try. |
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#4 (permalink) |
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Forum Expert
Join Date: Feb 2005
Location: USA
Age: 30
Posts: 335
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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 )
} );
and.... No luck ![]() Still nothing with max attributes. |
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#5 (permalink) |
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Master of the Internet
Join Date: Aug 2003
Posts: 5,688
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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.
__________________
The first line of the first rule in the forum rules and guidelines "Be respectful of others. " For questions, information, and support for XmlSpawner and its addons, visit the XmlSpawner Support Forum |
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#6 (permalink) |
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Master of the Internet
Join Date: Aug 2003
Posts: 5,688
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have you modified any scripts by any chance?
__________________
The first line of the first rule in the forum rules and guidelines "Be respectful of others. " For questions, information, and support for XmlSpawner and its addons, visit the XmlSpawner Support Forum |
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#7 (permalink) |
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Forum Expert
Join Date: Feb 2005
Location: USA
Age: 30
Posts: 335
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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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#8 (permalink) |
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Guest
Posts: n/a
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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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#9 (permalink) |
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Forum Expert
Join Date: Feb 2004
Age: 27
Posts: 2,047
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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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#10 (permalink) | |
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Guest
Posts: n/a
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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 ),
...
And finally, this from stratics: Quote:
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#11 (permalink) |
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Forum Expert
Join Date: Feb 2005
Location: USA
Age: 30
Posts: 335
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They are staggerd
for example you put this line and only this line in one of the lootpack entrysCode:
new LootPackEntry( false, MagicItems, 100.00, 1, 5, 80, 100 ), 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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#12 (permalink) |
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Guest
Posts: n/a
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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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