Question about ItemGroups

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  1. #1
    Valued Member Muff is offline
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    Question about ItemGroups

    Hello,
    So am beginning to understand ItemGroups but this still confuses me so could someone clarify for me please.

    So I see groups that have lower dropchance example less then 1000

    Code:
    (group (index 64) (item (10 277 0)  (20 285 0)))
    
    (itemgroup (index 29) (group (100 64)))
    so thats 10% chance of group 64 which is even lower as group 64 has 1% chance of each

    so if i understand it correct its 10% chance of group 64 = so its 0.1% chance to drop each tali?
    ----------------------------------------------------------------------------------
    Wouldnt it be easier to do it like this? So if i wanted to change the droprate i only have to worry about changing the itemgroup group dropchance?

    Code:
    (group (index 64) (item (500 277 0)  (1000 285 0)))
    
    (itemgroup (index 29) (group (10 64)))
    if i did my maths right.

    So when doing groups set to 1000 so the group is definate drop and set the drop chance in itemgroup if i make sense.

    Sorry if i dont make sense but i dont know how else to explain.


    Is there another reason to why we would set the dropchance in groups to lower then 1000? as we can set the chance in itemgroup on its own?


  2. #2
    Modeler / C++ Coder Matynator is offline
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    Re: Question about ItemGroups

    Basicly the drop rate system is a double roll..

    it rolls 2 numbers for a drop.. first to see if it hit any of the groups.. secondly if the second roll hits any of the items in that particular group :)

    with your example.. the first roll needs to be 10 or lower.. from a roll between 1 and 1000.. and yes 10... is 1%....
    the second roll between again 1 and 1000.. will define which drop will be given out that group if it was hit.. if it was between 1 and 500 it will give item 227.. otherwise if its higher then 500 it will give item 285 since you have it defined as 1000 and the roll does not go higher.

    if you would have an item group with all items staying under 1000.. there is a chance that the group does not drop anything eventhough the first roll was hit.

  3. #3
    Valued Member Muff is offline
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    Re: Question about ItemGroups

    Thanks for the Explaination Matynator, I understand what you mean but wouldnt it make life easier to determine the droprate % on just the first roll by adding the groups items to 1000? and not have to roll twice to get the item as it involves a lot of maths. But then again its all about luck i suppose and to lower the droprate under 0.1%

    Thanks again :)

  4. #4
    Modeler / C++ Coder Matynator is offline
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    Re: Question about ItemGroups

    sometimes you also want to have it so a mob does not always drop the same amount of bags :) that is also what the double roll can do ofc..
    also the second roll makes it a bit extra random :)

  5. #5
    boo General is offline
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    Re: Question about ItemGroups

    Muff, then you can only get 1/1000 droprates, which is pretty high. Remember kal drops their armor/weapons at 1/1.000.000 (the minimum) and it still dropped plenty of times on int.

    The itemgroup and group systems are pretty logical.

    ;group 100's = money
    ;group 200's & 700's = normal armor/weap drops
    ;group 300's = talisman
    ;group 500's = special armor/weap drops
    ;group 600's = meat/water
    ;group 900's = quests

    Each monster/group of monsters have the nearly same itemgroups. Groups inside can vary, so for example they had mobs that drop archer items only and another monster of the same kind with mage item drops.

  6. #6
    Valued Member Muff is offline
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    Re: Question about ItemGroups

    Thanks for clearing that up I was under the impression 1% chance would be hard but after reading I guess not.


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