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Old 09-19-2012, 10:59 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
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Each item is rolled against its own chance now. Before, the items were rolled against all the others in the group which meant only 1 could drop (without multiplier) and the table had to equal 100%. In the new system, the table no longer needs to equal 100%, the table no longer will always drop an item (without probability, the table will essentially always roll true), and the table could potentially drop all of its items.

Probability was a silly redundant system and there was no reason why it couldn't have been combined into chance which is exactly what I've done. If you look at the SQL in the commit, you'll see I multiplied probability by chance to come up with the new chance percentage. The resulting chance is the same percentage as the old system, only it's now using 1 value instead of 2. So for example, if the old system had a probability of 20% and a chance of 50%, the total chance the item would drop is 10%. (20% chance the table would even be picked, and then you'd split that in half since the item only had a 50/50 shot of being picked.) 10% is now what the chance column reflects for that item in the new system. Let me convert your example for you to the new system to visualize it for you:

loottable_id 12345 would have inside of it:

lootdrop_entries 26, mindrop 0, droplimit 1, multiplier 1
lootdrop_entries 85, mindrop 0, droplimit 2, multiplier 2

lootdrop_entries 26 would have inside:
rusty mace 6.6%
club 23.1%
short sword 3.3%

lootdrop_entries 85 would have inside:
bronze bracer 61.6%
chainmail 15.4%

This replicates both the drop rates of the old system (multiply probability by chance after converting to decimal) and the drop behavior as well (lootdrop 26 will only drop 1 item max, lootdrop 85 will drop 2 items max.)
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