Thread: [DISCUSSION] Drop system

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  1. #11  
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    If you want to know how RS does it..

    (Yes, that's actually what RS does)


    I personally suggest keeping it either percentage or weight based. Percentage-based is harder to maintain as you need to ensure that the rate of all drops added up comes to precisely 100%; as far as weight-based system goes, it's more scaled than anything.
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  2. #12  
    Registered Member Rememberm3's Avatar
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    Quote Originally Posted by Kris View Post
    If you want to know how RS does it..

    (Yes, that's actually what RS does)


    I personally suggest keeping it either percentage or weight based. Percentage-based is harder to maintain as you need to ensure that the rate of all drops added up comes to precisely 100%; as far as weight-based system goes, it's more scaled than anything.
    Alright, thanks for that screenshot. This is not how I am going to do this. What do you mean by percentage/weight based? And can you only get 1 drop per kill with that system?
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  3. #13  
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    Quote Originally Posted by RememberM3 View Post
    Alright, thanks for that screenshot. This is not how I am going to do this. What do you mean by percentage/weight based? And can you only get 1 drop per kill with that system?
    Percentage-based is simple.
    A) 100% drops - these are always dropped as long as you mark the percentage as 100.
    B) Any percentage between 0 and 100. Generates a random drop every time, based on the percentages given to every drop. Only one drop is given at a time, although this allows extreme precision, albeit a bit difficult to maintain due to the need to keep track of the total percentage added up.

    Weight-based system is something I personally prefer, even though it has a fairly big downside.
    Weight based is similar to percentage based, with just one exception. Instead of it being a total of 100% (all drop rates with the exception of 100%'s added up) you would have a dynamic drop rate chance. For example you could add in three drops:
    1) 90%
    2) 80%
    3) 70%

    (Before someone quotes me, yes, this is what the original Matrix has)
    Generating a drop based on that is fairly simple. You would loop every single drop on the drop table; whilst doing so, you first generate a random double between 0 and 100 every time. If the random number is below the drop's rate, you would add it to a list.
    After the loop is finished, you'd pick a random item from the list and that's the drop you receive.
    The downsides to this system are that you don't really get a visible drop rate (the true rate) right off the bat by looking at the "rates" or weights. To generate that, you'd have to go through a simple formula of (drop_rate * 100 / sum_of_all_drop_rates), which would then give you the true drop rate (You can confirm it by running simulations afterwards).


    This pretty much sums it up. I didn't give an example on how the percentage-based system works because I don't have it written right now but basically, it'd work in a similar manner. You'd generate a random number from 0 to 100 and then loop through drops, constantly adding the rates of the drops looped up until the first occurrence in which the sum passes the random number previously generated, at which point you'd throw the drop at the person's face.
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    Registered Member mrexiled's Avatar
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    Quote Originally Posted by RememberM3 View Post
    I did some research too and I found this link: Drops | RuneScape Wiki | FANDOM powered by Wikia
    It looks like there are some sort of different categories for drops.
    I think that this is a smart way of handling drops, the only thing is. Is it possible to have different drop rates for items that are in the same category?
    im sure you could.

    just give each drop a few values (category, itemId, value, dropRate, etc )
    and specify the differences.
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  5. #15  
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    Quote Originally Posted by Kris View Post
    If you want to know how RS does it..

    (Yes, that's actually what RS does)


    I personally suggest keeping it either percentage or weight based. Percentage-based is harder to maintain as you need to ensure that the rate of all drops added up comes to precisely 100%; as far as weight-based system goes, it's more scaled than anything.
    This is completely wrong. lol
    Dont drink and drive, smoke and fly.
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  6. #16  
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    Quote Originally Posted by Sense View Post
    This is completely wrong. lol
    What the fuck are you on?
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  8. #17  
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    Quote Originally Posted by Kris View Post
    What the fuck are you on?
    Did you write this bullshit?
    Dont drink and drive, smoke and fly.
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  9. #18  
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    Quote Originally Posted by Sense View Post
    Did you write this bullshit?
    Educate yourself before fucking with me.
    https://www.rune-server.ee/runescape...unescript.html
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  11. #19  
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    Quote Originally Posted by Sense View Post
    This is completely wrong. lol
    Yet it's literally attached to a tweet from Kieran explicitly stating that's how they do drop tables..are you stupid?
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  13. #20  
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    Quote Originally Posted by Kris View Post
    Educate yourself before fucking with me.
    https://www.rune-server.ee/runescape...unescript.html
    You need to eat a chill pill kid

    Quote Originally Posted by Noele View Post
    Yet it's literally attached to a tweet from Kieran explicitly stating that's how they do drop tables..are you stupid?
    are you? the code is shit and could be made way more efficient
    Dont drink and drive, smoke and fly.
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