Level/Rarity of Objects

G

Guest

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Ok, I've tried to work this out, but to no avail.

Objects can have multiple rarity values, with an associated level value (as far
as I follow it anyway)

To take an arbitrary example:

Level
1/5/10/30

Now if the rarity went 10/8/5/2 or something I could understand this, as it
would suggest to me that the item got more common the deeper you went. However,
I see 1/1/1/1 or equivalents all throught the object lib/text file, and this
seems to be totally redundant.

What exactly does it mean when this happens?

--
Take Care,
Graham

Pos(0.3.0a2) Alpha "Natar" XX L:1 DL:50' !A R--- !Sp w:Short Sword +0,+0
Pos(V/T//NPP) W H- D+ c-- f PV+ s- TT? d P++ M+
C-- S+ I- So B ac GHB- SQ+ RQ+ V+ F:Better monster AI (Acting like decent
players without automatically knowing where the player is - randomly roaming
the dungeon etc...)
 
G

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Archived from groups: rec.games.roguelike.angband (More info?)

topazg <graham@blessyou.co.uk> wrote:
>Now if the rarity went 10/8/5/2 or something I could understand this, as it
>would suggest to me that the item got more common the deeper you went. However,
>I see 1/1/1/1 or equivalents all throught the object lib/text file, and this
>seems to be totally redundant.
>
>What exactly does it mean when this happens?

IIRC, item rarity increases as you move away from the nearest depth listed
in the rarity lines. Having multiple rarity-1 lines means there will be
multiple depths at which the item has rarity 1. Thus, at any given depth,
the most common items will be the items which have a depth/1 entry.
--
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My roguelike games page (including my BSD-licenced roguelike) can be found at:
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G

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Archived from groups: rec.games.roguelike.angband (More info?)

On Wed, 25 May 2005 15:00:22 +0000 (UTC), topazg wrote:

>Ok, I've tried to work this out, but to no avail.
>
>Objects can have multiple rarity values, with an associated level value (as far
>as I follow it anyway)
>
>To take an arbitrary example:
>
>Level
>1/5/10/30
>
>Now if the rarity went 10/8/5/2 or something I could understand this, as it
>would suggest to me that the item got more common the deeper you went. However,
>I see 1/1/1/1 or equivalents all throught the object lib/text file, and this
>seems to be totally redundant.
>
>What exactly does it mean when this happens?

Hi topazg,

Extra level/rarity combinations are sometimes added to ensure that an
object keeps appearing at deeper level. Here is (in short) how object
generation works:

1. Decide on maximum object generation level (based on dungeon level,
with some complicated modifiers that I've omitted in this post);
2. Make shortlist of all items with generation level <= maximum;
3. To satisfy rarity, repeat each object in shortlist (100 / rarity)
times.
4. Pick one (40%), two (50%) or three (10%) objects from this list and
choose the one with the highest generation level.

If the maximum object generation level is 1, your chosen example object
(dagger?? - oh, wait, now I see it - Scroll of Identify) would be
included 100 times in the shortlist. And all other objects with
generation level would be included as well, some 100 times, others 50
times, 33 times, 25 times, etc. The chance for a ?oID to be picked would
be reasonable.

If the maximum object generation level is 4, the ?oID is still 100 times
in the list, but many more other items (with generation levels 2, 3, and
4) are added. Since the list is longer, the chance for a ?oID to be
picked is reduced. And if more than one item is chosen, there's a fair
chance that the other one is of a higher level and supercedes the ?oID!

However, at maximum object generation level 5, another 100 copies of the
?oID are added to the list. In total, it is now included 200 times, 100
as a level 1 object (may be chosen, but has a high chance to be
superceded by one of the other picks), and 100 times as a level 5 object
(just as likely to be chosen, but can't be superceded).

At dungeon level 100, the ?oID is even included 400 times in the
shortlist. The "last" set of 100 has object level 30, so if one of these
is picked, it will only be superceded by objects of level 31 or higher
(and that is a small minority in comparison to the total list).

This is the reason why ?oID start to turn up pretty quickly, but remains
quite common until late in the game. Unlike for instance a Scroll of
Blessing (level 1/rarity 1) - this is about as common as a ?oID in the
early levels, but will be much less common if you dive.

Best, Hugo
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G

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Archived from groups: rec.games.roguelike.angband (More info?)

On 2005-05-26 00:53:58, Hugo Kornelis <Angband@hugo.is_NO_dit.c_SPAM_om> wrote:

[snip useful spoiler]

Thanks again Hugo, that makes a whole load more sense now (also allows me to
fiddle with them and get the desired results for once...)

--
Take Care,
Graham

Pos(0.3.0a2) Alpha "Natar" XX L:1 DL:50' !A R--- !Sp w:Short Sword +0,+0
Pos(V/T//NPP) W H- D+ c-- f PV+ s- TT? d P++ M+
C-- S+ I- So B ac GHB- SQ+ RQ+ V+ F:Better monster AI (Acting like decent
players without automatically knowing where the player is - randomly roaming
the dungeon etc...)