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  #1  
Old 01-26-2023, 03:54 PM
Tossica
Fire Beetle
 
Join Date: Apr 2011
Posts: 25
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This is much easier to understand if you use the PEQeditor. Loottables are assigned to NPCs, lootdrops are assigned to loottables, items are assigned to lootdrops. Coin for the drop is done at the loottable level. For lootdrops you set a percent chance for that lootdrop to "hit". If it doesn't hit, that lootdrop is ignored entirely and it moves on to the next lootdrop if there is one. Setting a mindrop to 1, 100% chance of hitting and adding up the items within that drop to = 100 will guarantee 1 item from that drop and which item is based on the % chance. If you set mindrop to 1, 50% chance at the lootdrop level, then 50% of the time at least 1 item will drop and you can weight the items within the drop by changing their % values. These do not need to add up to 100. If you set mindrop to 0 things get confusing so I've learned to always set mindrop to 1 and use the % for the lootdrop to control the frequency of an item dropping and then weight the items themselves based on how rare I want each to be.
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  #2  
Old 01-26-2023, 03:57 PM
Tossica
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Join Date: Apr 2011
Posts: 25
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chance is how you weight the rarity of the item within the drop. disabled chance stores the value the item had prior to being disabled in that lootdrop. This way you can temporarily disable an item and then when you enable it it will restore the previous value. Multipliers are easy ways to make more than 1 of a certain item drop for tradeskill items, etc. drop limit is how many times the drop will be rolled against for a hit. 4 would be 4 rolls against whatever the probability is for that drop.
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  #3  
Old 01-26-2023, 04:04 PM
Tossica
Fire Beetle
 
Join Date: Apr 2011
Posts: 25
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It looks like this in the PEQ Editor. Highly recommend that tool for specific tasks like this one that link multiple tables together. https://i.gyazo.com/6034ad68498d9021...7fe6ed1e55.png

In this example approximately 1 in 20 kills will result in a squire card of some sort dropping with each card having an equal chance to drop. If you wanted Red to be more rare than the others you'd just make its "chance" lower than all of the others, significantly lower would make it significantly less likely than the others to drop once the drop gets a "hit".
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