Loot information

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unit
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Joined: Mon Dec 31, 2012 9:46 am

Loot information

Post by unit » Wed Jan 02, 2013 8:07 am

hello every one.

I'm a complete newbie at scripting but im trying to understand.

Could someone help me ajusting the loot.

Because i went hunting and i found very strong loot on weak monsters.

A bone archer gave me a crossbow of dev. I saw a lot of dev weapons and gm skill item with tempered blackrock.... on medium monster

So can someone tell where to look to lower the loot quality.

I'm using pol099 distro with loot_groupe, loot_index, lootparser, magicitem, etc.

Thank you

xeon
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Re: Loot information

Post by xeon » Wed Jan 02, 2013 8:48 am

To change the loot for a monster, you simply have to edit the config files.
You can do two things:
- or you change the lootgroup associated with the monster -> edit npcdesc.cfg
- or you change the lootgroup to give different items -> edit the config file with the lootgroup definitions (I don't remember its name right now :/ )
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unit
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Re: Loot information

Post by unit » Wed Jan 02, 2013 8:05 pm

thank you a lot

i will try to change the magiclevel and lootgroop.

EaziMac
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Joined: Mon Jan 19, 2015 4:44 am

Re: Loot information

Post by EaziMac » Fri Jan 23, 2015 4:56 pm

Hi,

im using pol99 with fantasia scriptset and have the complete opposite.

i kill a boss monster using the boss level from the lootgroup, i think lootgroup 6, with 2%chance of gm weapons and armour which is high IMO, but having said that the monster (balrog) drops a lot of apprentice and steel items :/.

You would hope having killed such a beast that you would atleast get a dev weapon or gm (skill) ada piece of clothing or a decent prot. but after having killed about 100 the chances of even a dev weapon is <10%

ive changed the magiclevel on the monster for the lootdrop doesnt seem to affect the drop rate. what should i change in order for better loot. cheers

:Also how do i reduce time of itemid say to have the recticle stay up and chain ID items

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Xeno
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Re: Loot information

Post by Xeno » Mon Jan 26, 2015 9:59 am

You have to make changes in loot_effects.inc. That kind of loot system needs settings editing loot functions ( chances, %, RandomDiceRoll ecc. ), not only from cfg files. In the distro you'll find a standard and overpowerized loot generation to let you see max level items npcs can drop; surely it's not good for a live shard ;)

You should start checking the GetChanceLevel() function, I think you have something like this:

Code: Select all

function GetChanceLevel()

        magicLevel += 2;
        
        var chances := CInt( RandomDiceRoll( "1d100+1" ) * magicLevel );
 
	case( magicLevel )
		5:	if( chances < 280 )
				chances += RandomDiceRoll( "1d70+110" );
			endif
			break;
		6:	if( chances < 280 )
				chances += RandomDiceRoll( "1d70+140" );
			endif
			break;
		7:	if( chances < 280 )
				chances += RandomDiceRoll( "1d70+170" );
			endif
			break;
                default:
                        break;
	endcase

        var level;
	if( chances < 140 )
       		level := 1;
   	elseif( chances < 280 )
       		level := 2;
   	elseif( chances < 420 )
       		level := 3;
   	elseif( chances < 560 )
       		level := 4;
   	elseif( chances < 630 )
       		level := 5;
	else
		level := 6;
   	endif
    
        return level;
endfunction
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