Anyone know details on mLootProps drop_properties values?
-
Whoever gets the finishing shot I would expect.
-
As far as I recall, the 2nd is the player’s minimum worth (you will see your worth in the player info screen, and it equates to rank as you saw in ptough.ini) and the 3rd is the player’s maximum worth for that item to be dropped by NPCs which are destroyed.
So you can use e.g. drop_properties = 8, 211397, 37831, 0, 2, 1 to have that item dropped by the NPCs only for players at rank 20-23.
You can be quite selective in this way, by dropping more powerful weapons only when players have reached a minimum worth (rank).
Did you mean that the 2nd number is maximum and 3rd number is minimum? In all of the standard FL drops, the 3rd number is either the same as the 2nd (guns and launchers) or less than the 2nd (munitions and other consumables). For example:
[mLootProps]
nickname = missile01_mark04
drop_properties = 4, 211397, 211397, 0, 2, 1[mLootProps]
nickname = missile01_mark04_ammo
drop_properties = 5, 211397, 21140, 0, 40, 15What you’re saying does make sense to me about the minimum drop levels for items; I’ve noticed that some items in there seem to suddenly “switch on” at a particular level for non-mission kills. But I’m not certain about anything beyond that number still.
Update: I did some further cross-checking just to confirm that the pattern was consistent in the vanilla game, and it is (although I’m sure this is no news to some people). The table below shows what gets used for the 2nd mLootProp number for every weapon and munition in the game. The player level and ptough numeric columns are from ptough.ini. Every vanilla level 5 gun drop uses 52183,52183 for the drop properties (and ammo for level 5 missile launchers always uses 52183, 5218).
Player Ptough Gun
Level Numeric Level
n/a 5000 1
n/a 8000 2
1 11000 3
5 25396 4
9 52183 5
14 105206 6
20 211397 7
24 378331 8
28 646965 9Other values seem to work fine, but if you’re experimenting with implementing ‘new vanilla’ weapons (ones that are properly level-scaled from existing weapons) this does provide a useful guideline for weapons drops. For level 10 guns, it seems that values corresponding to level 32 in ptough.ini would be appropriate; in other words, a standard gun drop would be
drop_properties = 8, 1096101, 1096101, 0, 2, 1
A standard level 10 missile weapon drop would then be
drop_properties = 4, 1096101, 1096101, 0, 2, 1
and for ammunition, it would be something like
drop_properties = 5, 1096101, 109610, 0, 40, 15
This is flawed reasoning in some ways. Technically, there are two level 10 drops in lootprops already, and they use level 9 stats: the Sunslayer and the Ripper are technically level 10 weapons based on their damage stats. However, using the higher values for drops should work fine and would appear to make the weapons drops more rare. For mods that work in SP, it should add some fun to the post-SP game since it delays access to the most powerful weapons until later in the post-story game.
-
Can search the old archive site about it, someone worked it all out accurately enough. I used to know, but have forgotten.
Is it something like %chance, value of player before dropping, blah blah blah blah -
Thanks, Chips. I’ve been going through the archived material here, but it’s awfully slow work since I need to go through each page of each thread that uses a keyword. I think I may have found the post you were thinking of:
http://www.the-starport.net/archive/viewtopic.php?t=41120
but that’s not conclusive. I’m trying to work through the tutorial thread pages now, but I don’t think I’m going to find much. The mlootprops word appears in two old stickied threads totalling 136 pages, but in the first 40 pages I’ve only found one mention, and it was merely the header to a posted lootprops.ini chunk. :-[
-
Aye, absence makes the head remember more favourably
Seemed more concrete in my head, but I think that is the one. I guess just simple fiddling for a few hours is needed
-
yep. I found one more page of mlootprops info - research you did yourself back in 2003 - but it focuses a bit more on commodities side drops:
http://www.the-starport.net/archive/viewtopic.php?t=24790&start=120
I’ve ripped out the lootprops.ini file and will see what really happens when I begin monkeying with various values.
-
Necro-posting, sorry.
I’m trying to decipher lootprops.ini
After reading the info referred to in this post, I think this is what I come up with.Here’s an entry in lootprops.ini.
[mLootProps]
nickname = commodity_gold
drop_properties = 100, 0, 7870, 1, 150, 150I think the values mean the following:
drop_properties = <drop weight=“” 0-100=“”>, <min player=“” value=“” creds?=“”>, <max player=“” value=“” creds=“”>, <min drop=“”>, <max drop=“”>, <avg drop=“”>.
Does that look correct?
The way I read gold is that 100% of the time, a player with min creds of 0 and max creds of 7870 will see an average gold drop of 150units? but no more than 150 and no less than 1.
Is that correct?
What if the player has more than 8k creds? They get nothing?
Not my experience in game.</avg></max></min></max></min></drop> -
According to what was written above, that’s a ptough reference, not credits.
-
Well, yeah…
But, doesn’t ptough just tell you what rank you are depending on your credits level? Or assets level?ptough_graph_pt = 11000, 1
ptough_graph_pt = 13750, 2
ptough_graph_pt = 17228, 3
ptough_graph_pt = 20845, 4
ptough_graph_pt = 25396, 5
ptough_graph_pt = 30475, 6
ptough_graph_pt = 36576, 7
ptough_graph_pt = 43891, 8
ptough_graph_pt = 52183, 9
ptough_graph_pt = 58967, 10
ptough_graph_pt = 66632, 11for example, i can take a brand new player on my server (rank 1) and send them 50k credits and they immediately jump to rank 10. Rank 10 is about 58967 in assets the way I read it. 5k startup cash, your starflier with the Flyswatter Mk Is, and the additional 50k I sent them gives them an asset value of between 55k and 66k making them rank 10. So, that seems consistent with my understanding.
But…
On a vanilla server Nomads don’t drop weapons until you’re rank 34+.
ptough (rank?) 34 is about 1.4 mill creds.
ptough_graph_pt = 1425449, 34Here’s the lootprop for the Nomad Cannon and Blaster
[mLootProps]
nickname = special_nomad_gun01
drop_properties = 10, 646965, 646965, 0, 2, 1[mLootProps]
nickname = special_nomad_gun02
drop_properties = 10, 646965, 646965, 0, 2, 1Well below the ptough of 34. So, I’m not seeing any pattern that I can readily identify.
-
Someone posted recently about this I am sure - and they, or someone, posted an accurate description of what the values actually mean.
-
I did search for such a post but this post is the one that seemed to most closely address the issue.
I’ll look again.
-
drop_properties = chance, min_worth, worth_mult, min, max1, max2
chance is the percentage the drop will occur (i.e. divided by 100)
min_worth is the minimum worth you must have for the drop to occur
worth_mult, see below
min is the minimum number to drop
max1 and max2 are the maximum to dropSome pseudocode probably won’t help, but it’s easier than explaining it.
worth is your current worth
rand is a random number between 0 and 1
target_count is how many items the droppee has of this loot
count is how many items to dropcount = (worth - min_worth) / worth_mult if (count >= target_count) count = target_count if (count + min > max1) count = max1 else count += min if (count >= target_count) count = target_count prob = chance * count count = floor( prob ) prob -= count if (rand < prob) ++count if (count >= max2) count = max2
-
I think that actually makes sense. I’m gonna bookmark this thread.
Thanks Adoxa (All hail adoxa, may he live forever)