Thread: [EasyRS2] Progressive Singleplayer

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  1. #111  
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    Quote Originally Posted by mige5 View Post
    Ah okay, well u can just add clue as a drop and the server can be made to handle that as a tertiary drop.
    That wouldn't be a problem were it not for the "total drop chance" safeguard. Are you sure we can't use the unnamed tables? I have only used 10/40 tables so far. If you believe it will have an impact on performance, I understand why you wouldn't want to do it. If I had to guess, the tertiary drop table would only need a maximum of 10 (or fewer) unnamed tables to work.
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  2. #112  
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    Quote Originally Posted by Oyusveyus View Post
    That wouldn't be a problem were it not for the "total drop chance" safeguard. Are you sure we can't use the unnamed tables? I have only used 10/40 tables so far. If you believe it will have an impact on performance, I understand why you wouldn't want to do it. If I had to guess, the tertiary drop table would only need a maximum of 10 (or fewer) unnamed tables to work.
    Oh ye ur right, in the current system could have the tertiary drop table as an always drop so its always checked, then it might give a drop or not. (so wouldnt need any special handling server-side) - Though not sure if this is the best approach if theres then just 1 item in the tertiary drop table, so kind of weird to have its own drop table for it.

    Or I could remove the limit of drop chance being over 100% (was mainly there to inform about something being messed up with the rates).

    So yea not sure which would be better, I guess do how u think works out better.
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  3. #113  
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    Quote Originally Posted by mige5 View Post
    Oh ye ur right, in the current system could have the tertiary drop table as an always drop so its always checked, then it might give a drop or not. (so wouldnt need any special handling server-side) - Though not sure if this is the best approach if theres then just 1 item in the tertiary drop table, so kind of weird to have its own drop table for it.

    Or I could remove the limit of drop chance being over 100% (was mainly there to inform about something being messed up with the rates).

    So yea not sure which would be better, I guess do how u think works out better.
    I'll go ahead and use the unnamed tables; you just sit back and relax. Everything is meticulously documented (including the unnamed tables) so that if anything needs to be updated, it is simple to find.
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  4. #114  
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    Quote Originally Posted by Oyusveyus View Post
    I'll go ahead and use the unnamed tables; you just sit back and relax. Everything is meticulously documented (including the unnamed tables) so that if anything needs to be updated, it is simple to find.
    Hey I changed a bit how it works.

    Earlier for example if u had total drop chance of 0.8, it would automatically have a chance of 0.2 (=1/5) of dropping nothing.

    I now changed it so that the server calculates the max chance based on the rates in the table and does the roll based on that, so it will always land on something on the table.

    ^This was because authentic rare drop table has some amount of empty slots that drop nothing. so if u fill the table in the editor up to that 1.0 chance of dropping (and it includes the empty slots in there), but then u have ring of wealth that removes the empty slots which would lead into the total drop chance going below that 1.0, so it causes a chance of dropping nothing.

    - BUT now when the max drop rate of the table is being calculated its important to have the nothing drop in there. as for example if u created a drop table with only 1 item in it with drop chance of 1/5000 for example, it would lead into dropping it everytime as the table doesnt have the nothing drop in it.

    ^or should I just limit the recalculation of max rate if ring of wealth effect gets activated?

    EDIT: actually yeah, the recalculation needs to happen when on F2P world and the P2P drops get taken out.

    EDIT2: though if theres AR items in the table those will just adjust so the total drop chance will be 1.0
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  5. #115  
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    Quote Originally Posted by mige5 View Post
    Hey I changed a bit how it works.

    Earlier for example if u had total drop chance of 0.8, it would automatically have a chance of 0.2 (=1/5) of dropping nothing.

    I now changed it so that the server calculates the max chance based on the rates in the table and does the roll based on that, so it will always land on something on the table.

    ^This was because authentic rare drop table has some amount of empty slots that drop nothing. so if u fill the table in the editor up to that 1.0 chance of dropping (and it includes the empty slots in there), but then u have ring of wealth that removes the empty slots which would lead into the total drop chance going below that 1.0, so it causes a chance of dropping nothing.

    - BUT now when the max drop rate of the table is being calculated its important to have the nothing drop in there. as for example if u created a drop table with only 1 item in it with drop chance of 1/5000 for example, it would lead into dropping it everytime as the table doesnt have the nothing drop in it.

    ^or should I just limit the recalculation of max rate if ring of wealth effect gets activated?

    EDIT: actually yeah, the recalculation needs to happen when on F2P world and the P2P drops get taken out.

    EDIT2: though if theres AR items in the table those will just adjust so the total drop chance will be 1.0
    After sifting through over a thousand NPCs, it appears that their drop tables vary greatly, with some reaching 1.0 while others do not. Take the crab, for instance, whose total rate is 0.225/1; the rest is empty. Crab - OSRS Wiki

    Personally, I believe that the recalculation of the maximum rate should be limited to the ring of wealth.

    The drop rates for the rare drop table have been copied verbatim from here: Rare drop table - OSRS Wiki

    Edit: It seems that the rare drop table lacks a "nothing" item for whatever reason, but it does contact it through the gem and mega-rare drop table.
    Edit 2: Alternatively, if it isn't too much work, you could allow the user to toggle between the non-altered and recalculated drop tables. It's the best of both worlds.

    I'm happy to report that the drop tables are nearly complete - every NPC with a drop table now has one, and the only remaining issues are which ID of Kalphite Queen drops loot, some drop table shenanigans, and reward tables. You can find a list of remaining problems here: -------- [PROBLEMS] --------ID 116: Temporarily missing defenders. Which cyclo - Pastebin.com


    The site, however, might be unreachable at the moment because of the recent rune-server update.
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  6. #116  
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    Quote Originally Posted by Oyusveyus View Post
    and the only remaining issues are which ID of Kalphite Queen drops loot
    Told you the id on some earlier post.

    EDIT: heres some more comments:
    Code:
    ID 221: Missing the general seed drop table. Will likely remain unresolvable because of the unique and intricate system that the general seed drop table has.
    - Make a drop table for each of the subtables
    - Make 1 item work as general seed drop (the server will then handle which table will be used)

    Code:
    ID 1613: Have not yet implemented the rare seed drop table because it is rolled for twice. That does NOT mean you get two seeds; it's just that the drop rate is essentially halved?
    - Dont really understand how its working

    Code:
    ID 1885: Do we have measures to prevent either item (willow blackjack and adamant scimitar) from dropping simultaneously? Will place a 1/2 drop chance for either item for now.
    - Just have bones in the drop table (and the server handles the other drops)
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  7. #117  
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    Quote Originally Posted by mige5 View Post
    Told you the id on some earlier post.

    EDIT: heres some more comments:
    Code:
    ID 221: Missing the general seed drop table. Will likely remain unresolvable because of the unique and intricate system that the general seed drop table has.
    - Make a drop table for each of the subtables
    - Make 1 item work as general seed drop (the server will then handle which table will be used)

    Code:
    ID 1613: Have not yet implemented the rare seed drop table because it is rolled for twice. That does NOT mean you get two seeds; it's just that the drop rate is essentially halved?
    - Dont really understand how its working

    Code:
    ID 1885: Do we have measures to prevent either item (willow blackjack and adamant scimitar) from dropping simultaneously? Will place a 1/2 drop chance for either item for now.
    - Just have bones in the drop table (and the server handles the other drops)
    Here is the problem for ID 1613: oldschool dot runescape dot wiki/w/Nechryael#Seeds Also I know that the ID for Kalphite Queen is correct, but I'm uncertain which one drops the loot. Not all of the forms do? Haven't killed it before, so I wouldn't know.

    Updated list of problems: pastebin dot com/HwtJP8zQ

    Many mobs have access to the general seed drop table, but mostly only the first subtable, as shown on this page: oldschool dot runescape dot wiki/w/Drop_table#General_seed_drop_table (And yes, it has been added to the mobs that need it)

    Only three mobs have FULL access to it - the black knight titan, tortoises, and tortoises with riders. The black knight titan can only be reached during a quest, and the tortoises are seldomly killed. The question then becomes whether it is worthwhile to go through all of that trouble to implement a fully functional drop table that is only accessed by three mobs. It's not a lot of work for me, but I'm not sure if it's a monotonous task for you. Let me know what you think.
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    Quote Originally Posted by Oyusveyus View Post
    I know that the ID for Kalphite Queen is correct, but I'm uncertain which one drops the loot. Not all of the forms do? Haven't killed it before, so I wouldn't know.
    1160 is the npc that drops the loot.

    Quote Originally Posted by Oyusveyus View Post
    Here is the problem for ID 1613: oldschool dot runescape dot wiki/w/Nechryael#Seeds
    Yea I did read that. - Just dont understand why theres 2 rolls when its only dropping 1 item. Like why its not just 1 roll with the rate its supposed to be?

    Quote Originally Posted by Oyusveyus View Post
    Many mobs have access to the general seed drop table, but mostly only the first subtable, as shown on this page: oldschool dot runescape dot wiki/w/Drop_table#General_seed_drop_table (And yes, it has been added to the mobs that need it)

    Only three mobs have FULL access to it - the black knight titan, tortoises, and tortoises with riders. The black knight titan can only be reached during a quest, and the tortoises are seldomly killed. The question then becomes whether it is worthwhile to go through all of that trouble to implement a fully functional drop table that is only accessed by three mobs. It's not a lot of work for me, but I'm not sure if it's a monotonous task for you. Let me know what you think.
    - Well if u have all the tables done, and a general seed drop table item added to all npcs. - its not much work to add the random roll that chooses which seed table it uses.
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  9. #119  
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    Quote Originally Posted by mige5 View Post
    1160 is the npc that drops the loot.


    Yea I did read that. - Just dont understand why theres 2 rolls when its only dropping 1 item. Like why its not just 1 roll with the rate its supposed to be?


    - Well if u have all the tables done, and a general seed drop table item added to all npcs. - its not much work to add the random roll that chooses which seed table it uses.
    The whole general seed drop table has now been added, and the drop table of Kalphite Queen has been fixed. It also occurred to me that defenders did not exist prior to June, so that problem solved itself. The question now is whether the server handles Barrow's drop table or the drop editor. And I suppose it takes care of reward tables also? Here's an example of a reward table: Vampyre Juvinate - OSRS Wiki (and NPCs like genie, strange plant, and so on)
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  10. #120  
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    Quote Originally Posted by Oyusveyus View Post
    The whole general seed drop table has now been added, and the drop table of Kalphite Queen has been fixed. It also occurred to me that defenders did not exist prior to June, so that problem solved itself. The question now is whether the server handles Barrow's drop table or the drop editor. And I suppose it takes care of reward tables also? Here's an example of a reward table: Vampyre Juvinate - OSRS Wiki (and NPCs like genie, strange plant, and so on)
    Yes server handles barrows, genies and so on.
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