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 Explain drop rates?

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GlaciaTheWolf
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PostSubject: Explain drop rates?   Wed Sep 13, 2017 4:19 am

Ok, I use to be good at these XD but now that i have to re add items to my game's critters, I want to be precise with it, So i was wondering if someone could not really explain but give examples of drop rates. Like is 0.05 rarer then 0.01? etc
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Tigg

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PostSubject: Re: Explain drop rates?   Wed Sep 13, 2017 5:09 am

Droprate numbers example:

necklace -> 1
belt -> 0.05
Horns - > 2

Horns will drop more often than necklace and belt
Belt will drop rare, unlike necklace and horn
necklace will drop more often as belt, but not more often than belt

The higher the number in the droprate, the higher the Chance that this specific item will drop Smile

Pretty rare items are with a droprate of 0.001 for example. Youd Need to be very lucky to get them.
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GlaciaTheWolf
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PostSubject: Re: Explain drop rates?   Wed Sep 13, 2017 5:13 am

Just what i needed! thanks Tigg!

EDIT: So if my drop rate is 0.02, is that rare? or is it more common.
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Hyper
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PostSubject: Re: Explain drop rates?   Wed Sep 13, 2017 7:16 am

here's the code-wise explanation, from the rewardCritter() function in MagixUnitManager:

Quote :
//Item drops
const vector<const std::pair<String, Real>>::type tDropList = mDef->getCritterDropList(critter->getCritterType()); <- get the critter droplist
for (int j = 0; j<(int)tDropList.size(); j++) <- run through every item in the list
if (Math::UnitRandom()<tDropList[j].second) <- the important line. this gets a random number from 0 - 1 and compares it to the drop rate. if the drop rate is GREATER than the random number, this item drops
{
const Vector3 tPos = critter->getPosition() + Vector3(Math::RangeRandom(-10, 10), 0, Math::RangeRandom(-10, 10));
if (mGameStateManager->isCampaign())createItem(mItemManager->getNextEmptyID(0), tDropList[j].first, Vector2(tPos.x, tPos.z));
else itemDropQueue.push_back(std::pair<String, Vector2>(tDropList[j].first, Vector2(tPos.x, tPos.z))); <- all this drops the item
}

so, there's no real set "rare" value, it's all dependent on what you set everything to. like, if you have one item that's set to 0.8, then 0.02 will be rare. but, if you have one item that's 0.001, 0.02 will be more common

also, drop rates are only 0 - 1. if you set an item to 2 and it's on top of the list, it will always drop

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GlaciaTheWolf
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PostSubject: Re: Explain drop rates?   Thu Sep 14, 2017 12:50 am

Gotchya i was setting all the "common" items to drop at 0.02 i want it to be a bit of a challenge but not to hard at the same time.
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