[DiscordArchive] I'm working on adding a `Rate.Drop.Item.Iterations` feature to the Loot Manager. I want to be able t
[DiscordArchive] I'm working on adding a `Rate.Drop.Item.Iterations` feature to the Loot Manager. I want to be able t
Archived author: KJack • Posted: 2023-05-07T18:43:29.838000+00:00
Original source
I'm working on adding a `Rate.Drop.Item.Iterations` feature to the Loot Manager. I want to be able to run loot multiple times for the same enemy with the goal of generating additional loot on each kill. I have that working, but I am also getting multiple copies of unique quest items. I tried to add checking to the `LootGroupInvalidSelector` for if an item is a quest item and non-stackable, but it doesn't look like quest items are having that check run against them. Can anyone give me a hint on where I should be checking for duplicates to ensure that only one non-stackable quest item drops?
Archived author: Deleted User • Posted: 2023-05-07T19:38:53.615000+00:00
Original source
When it comes about Rate.Drop.Item to make sure that you always have different drops and be sure that you always drop quest items , just change your "Chance" drop rate with a SQL like this: update item_template set chance = chance*20 This way you will increase all the chances of drops by 20%(You can put any number here) and you will also sure that you will drop quest items in the right way.
Archived author: Deleted User • Posted: 2023-05-07T19:40:24.879000+00:00
Original source
This formula allow you to multiply the drop rates without modifying the basic ones so much, and at any time you can always go back to the original drop rates by using the division that look like this: update item_template set chance = chance/20
Archived author: KJack • Posted: 2023-05-07T19:40:53.001000+00:00
Original source
so, a couple of reasons i'm shying away from doing SQL edits. for one, it's a ton of work and disruptive change in the database to do something that is better done in code. finally, increasing the chance of drops on bosses still only drops one item per loot group, which means your total loot doesn't go up near as much as you'd think.
my thought was to make a very simple way to multiply the amount of loot you get by simply generating loot multiple times. that way you don't have any of the complexities of loot groups, references, etc and you can just change it in the config file.
Archived author: KJack • Posted: 2023-05-07T19:41:18.377000+00:00
Original source
seems like a recurring question people have - "how do i increase how much loot gets dropped?" and all the solutions as i understand them in the current config don't really accomplish that.
Archived author: Deleted User • Posted: 2023-05-07T19:41:40.778000+00:00
Original source
In the world.config
Archived author: Deleted User • Posted: 2023-05-07T19:42:12.783000+00:00
Original source
you can multiply the number of drops
Archived author: Deleted User • Posted: 2023-05-07T19:42:49.732000+00:00
Original source
Where you have all drop rates, below you scroll down and there is a factor that says that you can choice of how many multipiers can drop a trash mob
Archived author: Deleted User • Posted: 2023-05-07T19:43:13.595000+00:00
Original source
The max amount of items each mob at his limit can drop is around 10-15
Archived author: Deleted User • Posted: 2023-05-07T19:44:02.421000+00:00
Original source
so if you use my SQL formula and you multiply drop rates and then you also change the "numbers of how many items can drop in total the mob" , personally I been doing that for 1 year and I got all the drops from the game.