Re: OSI loot
the info I got via PM is: Demise has a lootpack that is correspondent to OSI until SE. OSI bumped its loot during SE (whereas runic bump happened in ML after gdragons)
So, until someone confirms or denies, I move in this direction.
Of course I don't think I can make all 100% as OSI in one shot... maybe this aspect will require a ton of work. But I can try to fix the base lootpack categories, and then see how much this will make things OSI-like. Then we can work on individual "loot tweakers"... unless some creatures just have a wrong category... or all of categories are out.
Until now, we got the loot of various creatures, but I need to know the loot of creatures which use, according to RunUO, base lootpack categories.
For now, I'd like to know (or I will do it as I can) the loot of
-for "poor" lootpack:
a rat, and I wish to know if it corresponds to the loot of
a giant rat.
- for "meager" lootpack:
skittering hoppers, and we will verify if they are like
lizardsmen that we have already seen (except the "peculiar" things: lantern, heart, skull...)
[reserved for other lootpacks I will tell you]
disclaimer: I attempt to this in the hope to bring much entusiasm in coding/testing, and because anyway it must be done. But let me tell you I disagree to the implementation in Demise of better loot without better AI: farming 2500 gold per meer you can eat with your gdragons in few shots is just worse than AFK scrolling.
edit: with my surprise, I have noticed SE lootpacks are ALREADY coded... and I don't know from how much time. Look at LootPack.cs: all is made to say "if Core.AOS use AoSPoor lootpack, else use OldPoor lootpack"... but there is a SEPoor lootpack that is there, and not linked to anything. Someone was already working on the loot much time ago.
What I have thought those "SE lootpacks" were for Tokuno things, I think it's wrong: Tokuno things are handled in Loot.cs, in the section "which items a lootpack contain?", but intensities and probabilities are all handled in LootPack.cs
So:
- "link" the SE lootpacks:
this:
Code:
#region Generic accessors
public static LootPack Poor{ get{ return Core.AOS ? AosPoor : OldPoor; } }
public static LootPack Meager{ get{ return Core.AOS ? AosMeager : OldMeager; } }
public static LootPack Average{ get{ return Core.AOS ? AosAverage : OldAverage; } }
public static LootPack Rich{ get{ return Core.AOS ? AosRich : OldRich; } }
public static LootPack FilthyRich{ get{ return Core.AOS ? AosFilthyRich : OldFilthyRich; } }
public static LootPack UltraRich{ get{ return Core.AOS ? AosUltraRich : OldUltraRich; } }
public static LootPack SuperBoss{ get{ return Core.AOS ? AosSuperBoss : OldSuperBoss; } }
#endregion
must be include
Core.SE ? SEPoor : Core.AOS ? AosPoor : OldPoor; etc etc. (I love ternary operators!)
- then we have to verify if they are at OSI values, or to tweak them.
Give me some days and maybe I can came out with something.