But I also see this in standards:Tech wiki wrote:To disable the loot system, set the ACR_LOOT_DISABLE local integer variable on the creature to a value of 1. If you want to modify the amount of loot droped, set the ACR_LOOT_CR_MOD local float variable to the desired value. This alters the creature's CR for the purposes of calculating loot drops (whether it is positive or negative). Setting it to 1.0 would produce loot as if the creature had a CR of 1 higher than it does, and setting it to -1.0 would produce the opposite effect, loot as if the creature was 1 CR point lower.
It seems we've got a fundamental difference here- should the blueprint factor be additive/subtractive at the level of CR, or a bulk total multiplication? The former seems more nuanced and a finer level of control, but potentially also more arbitrary and less distinctive. (when a drop is doubled, it's going to tend to be noticeable- a CR+1.5 level drop isn't going to be, so much). I can implement either way (or both ways)- we just need to make a call on it.Rusty wrote:The total drop value will be subject to an overall multiplier depending on creature type: 0, 1, 2.
The basic formula for calculating the value of the loot drop is:
CM * p ( ( n * CR ) - Eq )
CM - creature multiplier (0, 1, or 2)
p - random variable (0.01 - 1.00)
n - GP value
CR - challenge rating
Eq - dropped equipment value
The random value "p" in the equation above is also a matter of some debate in the thread- I've found a usable formula for generating a Normal distribution with a given mean and standard deviation from a flat random range, so I'll plug that into the code- but assuming we go with a mean of 1, how large a standard deviation are we looking for? 0.3, 0.5?
Finally, I don't see a resolution on a good value for "n"- which kind of serves as the "anchor" for the whole system. Alara suggests 5 as an opening bid, but that's about all I see on the matter. I can code around 5 .0 for now, and make it a named constant so we can tweak as we go if necessary.
Input? I can take and repost things from Standards Folks who may not have post access here via PM if that helps- but since I can't post over there, maybe we can hold the "implementation" part of that discussion over on this side of the fence.
Disclaimer: At this point, I'm going to have the function generate gp of the drop value- I think someone dubbed it the ATM-style rewards system. Later this number can be used to draw from loot tables and such, but for now we're going for a first-pass run to get something in place for early Beta.