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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

 
 
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Old 07-19-2010, 03:29 PM
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trevius
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Looks to me like is just works exactly the same as loot drop chances have always worked. Basically, it just totals up the forage chances as put in the DB and then randoms between 1 and the the chance total for the zone. If the random number is less than the chance of that particular item being checked, that is the item that gets foraged.

The numbers are all just relative to one another. So, if you have 10 items that you want to have equal drops in a zone, you can do this:

item 1 - 10 = 10 chance each for 100 total chance

Or this:

item 1 - 10 = 100 chance each for 1000 total chance

Either one of those will have the exact same results in drop/forage rate. By having it this way, it makes it easier to manage in most cases as you won't have to review the entire forage list for the zone and make sure the totals add up to 100 every time. If you wanted to add an 11th item to the above list with 100 or 10 chances set that has equal drop/forage rates as the others in the zone, you would just add 1 more item and set it to the same chance as the others. By doing it this way, it ensures that there is no chance that doing the addition wrong will hose up some of the forages from being forage-able.

It is the same way for lootdrop entries and I love it that way. I used to have to count up how many loots I wanted, then divide 100 by that count, then put them each in at that amount and make sure they totaled to 100. That was before I realized that it does not need to total 100. Now, I just set them to 100 or 50 or whatever I want their drop rate to be relative to how many items are in the entry. If needed, you can still do it the hard way and total it to 100, but it is not necessary, which is cool IMO. This way gives much more choice, flexibility and less room for error.
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