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Guide:Rune Finder Guide v1.10, by Urlik

9 bytes added, 21:37, 27 October 2009
m
Objects (Chest TC)
recent posts, Jarulf did an excellent job of explaining how several of these objects are initialized and operate. Based on the contents of Objects.txt and my
own tests, I have expounded on his explanations. To simply things, I have
grouped those objects that have identical rune drop behaviorbehaviour, even though they
may differ in other ways.
First, we need to define a couple things: desired quality and a magical+ test. Jarulf writes:
::''A Chest TC drop will use normal calculations to determine the quality ofthe of the item. But it can also have as a parameter a desired quality. If it has a desired quality, any item generated will get (if possible) that quality. If it
can't get the desired quality, it can be of a failed quality (e.g. rare instead of unique) or if it is an item that can't be magical (such as a rune or potion) it will be of normal quality.
* Special Chests
Both have rather complicated drop behavior… behaviour… I'll introduce the simpler objectsfirst objects first and then come back to these.
==Type I Ordinary Objects==
The following explanation is paraphrased from a post by Jarulf...For a Sparkly Chest, the game picks from 6 weighted options for how it will drop as follows:
Option 1 (2% chance). The game will make a Chest TC drop cycle (up to 4 itemdropsitem drops) with a desired quality of unique. If the drop cycle fails a magical+ test, it
will make another Chest TC drop cycle with a desired quality of unique. If that
cycle also fails a magical+ test, the game will make more drop cycles according
to an additional 16 unique items from option 6. Gasp!
Option 2 (4% chance). The game will make a Chest TC drop cycle with adesired a desired quality of set. If the drop cycle fails a magical+ test, it will make another
Chest TC drop cycle with a desired quality of set. If that cycle also fails a
magical+ test, the game will make more drop cycles according to option 6.
Option 3 (6% chance). The game will make a Chest TC drop cycle with adesired a desired quality of rare. If the drop cycle fails a magical+ test, it will make another
Chest TC drop cycle with a desired quality of rare. If that cycle also fails a
magical+ test, the game will make more drop cycles according to option 6.
Option 4 (20% chance). The game will make up to 10 Chest TC drop cycleswith cycles with a desired quality of magic. As soon as 3 of them pass a magical+ test, the
10 attempts are aborted.
Option 5 (30% chance). The game will make up to 10 Chest TC drop cycleswith cycles with a desired quality of magic. As soon as 2 of them pass a magical+ test, the
10 attempts are aborted. Then, as long as the number of failed magical+ tests is
6 or less, it will then make a single Chest TC drop cycle with no desired quality,
magical+ tests.
Option 6 (38% chance). The game will make up to 10 Chest TC drop cycleswith cycles with a desired quality of magic. As soon as 1 of them passes a magical+ test,
the 10 attempts are aborted. It will then make a number of Chest TC drop cycles
with no desired quality equaling 4 minus the number of failed magical+ tests
way and remain in the same place on the map; however, some may
intermittently switch to behaving like a Type 1 Ordinary Object from run
to run (I observed this in the Maggot Lair). I believe this behavior behaviour is
related to the initialization flag that Jarulf discovered. The conditions for
how and when the flag is set need to be investigated further.
[[Image:Urlik12.jpg|thumb|500px|center]]
 
 
=Acknowledgments=
0
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