Hi ShadowGohan,
Could you please explain to me how this section in optionpool.scp in detail?
1. [OptionPoolForce]
2. [OptionPoolRare]
Thank you.
Hi ShadowGohan,
Could you please explain to me how this section in optionpool.scp in detail?
1. [OptionPoolForce]
2. [OptionPoolRare]
Thank you.
The [
OptionPoolForce] part consists of the "OptPoolIdx" which is the general id for each individual optionpool setting which is then linked accordingly as you probably already know if you are that deep into the file, the "ForceCode" which is simply the id of the associated option that goes into the slots,
which is limited to up to 15 different options if i remember correctly.
So here you can basically just change which options do you want to have available for your option id(s) specifically (which can be different for each optpoolidx), and then use "Wep2Ratio", "WepRation", [and so on] to adjust the odds of getting that slot option through drops (or random boxes, if they have the optpoolidx added to the respective contents) [slot filling odds etc are done elsewhere].
Make sure to check which value does what on your server/files before adding them blindly, by either manually creating items with the necessary option id's one by one or, if you don't end up taking even longer going that way - check your files to find what is linked to what exactly, I don't remember where all of that was placed right now to be honest as I chose to do the one-by-one checking myself.
Now about the rate configuration, every time you see "100.0000" that simply means it is "disabled".
Anything lower than that, has to be 1. above the 100.0000 (as that is the ratio checked first and not passed on if that already has a 100.0000 in it)
and 2. if you want to disable something inbetween certain id's, you can just even the ones you don't like out, I'll post an example:
Lets say this is Wep2Ratio, we have 7 options available as for this example:
95.0000 [1] (1%)
96.0000 [2] (1%)
97.0000 [3] (0%)
97.0000 [4] (0%)
97.0000 [5] (1%)
98.0000 [6] (2%)
100.0000 [7] (0%)
Now the actual rates of getting the slot filled with the respective option is simply based on the difference between it's own value and the next higher value (1.0000 representing 1%).
So id [2] for example has a 1% chance, now [3],[4],[5] have equal values added - which is how to disable id's, by not leaving a difference for it to throw them into the pool for that specific item type (as some id's may deliver bad or non-existent options for the item type so you would want to disable them for some but enable them for other types).
The [5] (1% chance) being the first to be followed by a value that does provide a difference however is being delivered again, same as the [6] (with a 2% chance), very much unlike the [7] which in this case is not being delivered as it got the previously mentioned 100.0000 added to it.
Now [OptionPoolRare] is the exact same thing - except it is for the random craft on your item.
Note that both, the slot amount rates as well as the craft probabilities (and craft level rates) are defined for each optpoolidx individually as well, further up in the file.
Feel free to let me know if I missed something, in that case I can make corrections tomorrow once I get to look into the file again.