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This repository has been archived by the owner on Oct 5, 2019. It is now read-only.
basically, it's like those dumb statistics exercises you might have done in school. it lets you build a loot table with an array of items in it. an item has a string result (used to look up the item, in most cases) as well as a chance. chance is a relative value - an item with a chance of 1 compared to another with a chance of 2 will drop half as often. 1 compared to 10 is 1/10 as often. the algorithm is pretty simple to do weighted picks.
this is also used for npc skill picking and spawner npc picking.
it offers flexibility for example with choosing. you can choose with replacement, without replacement, or try to drop each item individually
if you drop with replacement, it will try to drop X items using the same pool each time. the npc dropPool feature uses this.
if you drop without replacement, it will try to drop X items, but each time it drops one, it will remove from the pool for the next pick. the npc dropPool feature also uses this. it is also used for npc gear picking (since each slot can only hold one item, it doesn't matter if you use with or without replacement though)
trying to drop each item means it will try to drop each item on a relative scale of chance/maxChance (usually in this case, chance is always 1, but maxChance is 1000, 100000, or whatever). this is used in npc drops.
if maxChance is specified in the first two algorithms, I believe it is ignored.
if chance is set to -1, it always drops. you will see this in npc copyDrops, npc drops
it also offers helpers for you to roll multiple tables at once and get an aggregate set of results, I use this when an npc dies to roll global, map, region, and npc drop tables all at once
The text was updated successfully, but these errors were encountered:
basically, it's like those dumb statistics exercises you might have done in school. it lets you build a loot table with an array of items in it. an item has a string result (used to look up the item, in most cases) as well as a chance. chance is a relative value - an item with a chance of 1 compared to another with a chance of 2 will drop half as often. 1 compared to 10 is 1/10 as often. the algorithm is pretty simple to do weighted picks.
this is also used for npc skill picking and spawner npc picking.
it offers flexibility for example with choosing. you can choose with replacement, without replacement, or try to drop each item individually
if you drop with replacement, it will try to drop X items using the same pool each time. the npc dropPool feature uses this.
if you drop without replacement, it will try to drop X items, but each time it drops one, it will remove from the pool for the next pick. the npc dropPool feature also uses this. it is also used for npc gear picking (since each slot can only hold one item, it doesn't matter if you use with or without replacement though)
trying to drop each item means it will try to drop each item on a relative scale of chance/maxChance (usually in this case, chance is always 1, but maxChance is 1000, 100000, or whatever). this is used in npc drops.
if maxChance is specified in the first two algorithms, I believe it is ignored.
if chance is set to -1, it always drops. you will see this in npc copyDrops, npc drops
it also offers helpers for you to roll multiple tables at once and get an aggregate set of results, I use this when an npc dies to roll global, map, region, and npc drop tables all at once
The text was updated successfully, but these errors were encountered: