Thurler

Drop rate bonus based on party level

Apr 21st, 2021 (edited)
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  1. # NOTE: All divisions here are integer divisions (ie: 10/3 = 3)
  2.  
  3. def get_party_avg_level():
  4.   chars = get_number_chars_unlocked() # caps at 56
  5.   avg = 0
  6.   for member in frontline:
  7.     avg = avg + member.level
  8.   if (chars >= 12):
  9.     return (avg / 12)
  10.   else:
  11.     # take the average based on how many chars you can have in party of 12
  12.     return (avg / chars)
  13.  
  14. lv = get_enemy_level() # NOT the challenge level, actual enemy level
  15. avg = get_party_avg_level()
  16. multiplier = 100
  17.  
  18. # This bonus has a hard cap
  19. cap_bonus = 100 - ((avg * 100) / lv)
  20. cap_bonus = (cap_bonus / 3) * 10
  21.  
  22. # This bonus has no cap
  23. lv_bonus = (lv - avg) * 12
  24.  
  25. # If either result was less than 0, make it zero
  26. cap_bonus = max(cap_prob, 0)
  27. lv_bonus = max(lv_prob, 0)
  28.  
  29. # Add the lesser bonus to the multiplier
  30. final_bonus = min(cap_bonus, lv_bonus)
  31. multiplier = multiplier + final_bonus
  32.  
  33. for drop_item_slot in get_enemy_drop_item_slots():
  34.   drop_chance = drop_item_slot.chance # Chance of dropping this item
  35.   final_prob = drop_chance * multiplier / 100
  36.   r = random(10000) # random number 0-9999
  37.   if (r < final_prob):
  38.     drop_item_for_player()
  39.  
  40. """
  41. EXAMPLES
  42.  
  43. Kraken (Lv25) dropping a Toadstoolshed (3333 chance), party average Lv19:
  44. cap_bonus = 100 - ((19 * 100) / 25) = 24
  45. cap_bonus = (24 / 3) * 10 = 80
  46. lv_bonus = (25 - 19) * 12 = 72
  47. final_bonus = min(80, 72) = 72
  48. final_prob = 3333 * (100 + 72) / 100 = 5732
  49. You increased the drop rate from 33.33% to 57.32%
  50.  
  51. Kraken (Lv25) dropping a Toadstoolshed (3333 chance), party average Lv1:
  52. cap_bonus = 100 - ((1 * 100) / 25) = 96
  53. cap_bonus = (96 / 3) * 10 = 320
  54. lv_bonus = (25 - 1) * 12 = 288
  55. final_bonus = min(320, 288) = 288
  56. final_prob = 3333 * (100 + 288) / 100 = 12932
  57. You increased the drop rate from 33.33% to 100%
  58.  
  59. Kraken (Lv25) dropping a Toadstoolshed (3333 chance), party average Lv40:
  60. cap_bonus = 100 - ((40 * 100) / 25) = -60
  61. cap_bonus = (96 / 3) * 10 = -200 (gets set to 0)
  62. lv_bonus = (25 - 40) * 12 = -180 (gets set to 0)
  63. final_bonus = min(0, 0) = 0
  64. final_prob = 3333 * (100 + 0) / 100 = 3333
  65. Drop rate not altered
  66.  
  67. > Because of how the functions are defined, you can rewrite the formulas for cap_bonus and lv_bonus as follows:
  68. cap_bonus = (1 - x) * 1000 / 3
  69. lv_bonus = (1 - x) * 12 * lv
  70. Where x is the fraction (avg / lv)
  71. Therefore, if x is 1 or higher, the drop rate will not be altered
  72. If it is less than 1, then which formula takes priority depends only on the enemy level
  73. Since 12 * lv > 1000 / 3 for lv >= 28, we use lv_bonus for enemies up to Lv27, and cap_bonus for Lv28 onwards
  74. It follows that the highest bonus you can receive is when the fraction is rounded to 0 for cap_bonus: 1000 / 3 = 333
  75.  
  76. > Other factors change the multiplier value before this part of the code execute. You can see a list of them below:
  77.  
  78. # of Items Discovery Weekly held: +2 for each, up to +100
  79. # of Explorer King's Legend held: +2 for each, up to +100
  80. # of consecutive battles in dungeon: +2 for each battle, caps at:
  81.  +100 before pillar of light
  82.  +250 after pillar of light in regular dungeon
  83.  +1000 after pillar of light in infinity corridor
  84.  
  85. If any character in frontline has Gensokyo's Shopkeeper learned: +4 for each Skill Level
  86. Otherwise, if any character in backlines has Gensokyo's Shopkeeper learned: +1 for each Skill Level
  87.  
  88. If any character in frontline has Dowsing learned: +20 for each Skill Level
  89. Otherwise, if any character in backlines has Dowsing learned: +5 for each Skill Level
  90.  
  91. If any character in frontline has Ability to Gather Treasures learned: +10 for each Skill Level (+5 for each Skill Level of More and More Treasures if also learned)
  92. Otherwise, if any character in backlines has Ability to Gather Treasures learned: +3 for each Skill Level (+2 for each Skill Level if More and More Treasures if also learned)
  93.  
  94. If any character in frontline has Kappa's Material Aesthetica learned: +20 for each Skill Level
  95.  
  96. For each frontliner with Aesthetic Sense learned: +2 for each Skill Level
  97. For each backliner with Aesthetic Sense learned: +2
  98.  
  99. > Some spells and skills also change the drop rate upon ko, but act directly on the enemy's dropped item slot's drop chance. These spells and effects are listed below:
  100.  
  101. If the character has Kill Bonus: Drops learned, increase drop chances by 1/6 of its value
  102. If the character has Kappa's Material Aesthetica learned, increase drop chances by 40%
  103. If the spell used was Rare Metal Detector, double drop chances
  104. If the character has a Luck and Pluck equipped, increase drop chances by 20%
  105. If the character has Kill Bonus: Drops learned, increase drop chances by 1/5 of its value [Bug? Why does it do this again?]
  106. If the spell used was Radiant Treasure Gun, increase drop chances by 25% [40% if More and More Treasures learned]
  107.  
  108. EXAMPLE
  109.  
  110. Kraken dropping a Toadstoolshed (3333 chance), killed by Appraiser Nazrin's Rare Metal Detector:
  111. Base chance = 3333
  112. After Kill bonus: Drops 1/6 bonus: (3333 * 1.16) = 3888
  113. After Rare Metal Detector bonus: (3888 * 2) = 7776
  114. After Kill Bonus: Drops 1/5 bonus: (7776 * 1.2) = 9331
  115. You increased the drop rate from 33.33% to 93.31%
  116. """
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