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Post by elowolfe on Sept 14, 2024 11:23:30 GMT -5
Hello! I've made a loot that adds one of four traits. Each trait is blacklisted with the others, so a Sim will only get one of the four. I put each to have a 25% chance, expecting one of the four will get picked.
When I tested this in game, everything worked great. The traits, and buff, worked. However, of the 8 sims I put in a household to try this, one did not have any trait. The others has one of the 4.
This makes me think that the chance for the traits are 25% each. So it can fail each one on a very slim chance, resulting in the Sim who got none of them.
Now the question I have, and I couldn't find an answer when searching...
1. Does the logic of the game go down the list as presented? My first thought was to have the final trait be 100% so if the first three failed, they would get at least the last trait. But I don't want the game to see the 100 and default to that.
2. Assuming the list is linear pass/fail/next, should the percentages for each reflect the percentage of the remaining traits? Meaning the first is 25 (one of four), second is 33 (one of three), third us 50 (one of two), and last is 100 (one of one)?
3. Forgive me, I am not too strong at math. If the method in #2 is right, should the strongest version of the trait be the first one listed/rolled, with each other attempt the slightly weaker one? I think the first one would be the hardest to get in this, but wanted to make sure.
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Post by elowolfe on Sept 14, 2024 15:06:08 GMT -5
As I said, math not being the strongest point, I answered #2 and 3.
#2 process makes each of the four actually 25% each. So if someone sees this in the future, remove the previous entries in the chance and use the remaining number (so 25% first chance, then the next is 1/3 so 33%, etc).
For the last question, if you did 25% for the first three and 100% for the last one, you end up with a distribution of 25% for Trait 1, 19% for Trait 2, 14% for Trait 3, and 42% for Trait 4.
I just want to clarify if anyone knows if the traits are checked linearly as it is in the tuning.
Example:
I c="LootActions" i="action" m="interactions.utils.loot" n="X:LootActions" s="12345"> <L n="loot_actions"> <V t="trait_add"> <U n="trait_add"> <U n="chance"> <T n="base_chance">50</T> </U> <T n="trait">12345</T> </U> <U n="trait_add"> <U n="chance"> <T n="base_chance">100</T> </U> <T n="trait">67890</T> </U> </V> </L> </I>
The game will attempt to add trait 1 first before trait 2, even if Trait 1 isn't blacklisted with Trait 2?
I also saw this that I didn't see before, so if someone is looking to do something like this in the future, I found trait_list_add. I think if I want everything to be completely even I would blacklist each trait to another and allow the game to have 1 of the list. Example:
<I c="LootActions" i="action" m="interactions.utils.loot" n="creator_name:LootActions" s="15099548694131021646"> <L n="loot_actions"> <V t="trait_list_add"> <U n="trait_list_add"> <T n="amount">1</T> <L n="trait_list"> <T>12345</T> <T>54321</T> <T>42135</T> <T>53124</T> </L> </U> </V> </L> </I>
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