Thread: [Kronos] Adding Global drop tables [OSRS]

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  1. #1 [Kronos] Adding Global drop tables [OSRS] 
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    I was looking to add some global drop tables such as the deadman global drop table, and picked out some files that seemed like plausible bases:

    https://github.com/Monomode/Kronos-1...oldCasket.java GoldCasket.java <- this is where i've attempted to change pre-existing code

    https://github.com/Monomode/Kronos-1...merTokens.java

    For testing purposes I am using the square root of NPC's combat level divided by 1000

    Code:
    public enum PvpWeapon {
        LONGSWORD(22330, 1, 1,
                npc -> ((sqrt(npc.getDef().combatLevel)) / 1000),
                npc -> npc.getDef().combatLevel >= 1);

    If you are curious, here are the Wiki & Official Jagex drop rates:

    Mod Ash Twitter https://twitter.com/jagexash/status/...829122?lang=en

    Deadman:_Reborn_drop_table https://oldschool.runescape.wiki/w/D...orn_drop_table

    EXAMPLE: if a hellhound is combat level is 122,
    1. (sqrt(npc.getDef().combatLevel)) / 100 = 11%

    2. (sqrt(npc.getDef().combatLevel)) / 1000 = 1.1%

    3. (sqrt(npc.getDef().combatLevel)) / 10000 = 0.11%

    Credits:
    Corey - for fixing the math equation
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  2. #2  
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    I've never used Kronos, so I don't know what the format is supposed to be like or how drops work, but are you sure this is the right way round? 1000 / (sqrt(npc.getDef().combatLevel))

    Assuming this uses decimal percentage (e.g. 0.5 = 50%), if npc is e.g. level 100, 1000 / 10 is 100, which is above 1.0 (100%) probability.
    Perhaps it should be 10 / 1000 which would be 0.01, or 1% chance.

    edit:
    looking at the GoldCasket.java link you sent (perhaps I should have taken a look before replying), it does indeed seem to be the case that 1.0 = 100% probability.
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    Quote Originally Posted by Corey View Post
    I've never used Kronos, so I don't know what the format is supposed to be like or how drops work, but are you sure this is the right way round? 1000 / (sqrt(npc.getDef().combatLevel))

    Assuming this uses decimal percentage (e.g. 0.5 = 50%), if npc is e.g. level 100, 1000 / 10 is 100, which is above 1.0 (100%) probability.
    Perhaps it should be 10 / 1000 which would be 0.01, or 1% chance.

    edit:
    looking at the GoldCasket.java link you sent (perhaps I should have taken a look before replying), it does indeed seem to be the case that 1.0 = 100% probability.
    I haven't tested this yet,
    Code:
    public enum PvpWeapon {
        SMALL(22330, 1, 1,
                npc -> (sqrt(npc.getDef().combatLevel)) / 1000,
                npc -> npc.getDef().combatLevel >= 1);
    as Corey explained - kronos uses a decimal percentage to calculate drop probability, so the equation needs to provide a proper decimal outcome

    there were a few more changes needed to drop the 'pvp armour mystery box', so i've included the code below

    https://github.com/Monomode/Kronos-1...PvpWeapon.java
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