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[[Conditional Drops|Conditional drops]] are [[:Category:Items|items]] that will only drop from a certain [[:Category:Combat Adventures|monster]] if a particular set of conditions is met.
[[Conditional Drops|Conditional drops]] are [[:Category:Items|items]] that will only drop from a certain [[:Category:Combat Adventures|monster]] if certain conditions are met.


All items that are [[Pickpocket#Special Pockets For Picking|pickpocket-only]] are also conditional drops. On the other hand, you cannot pickpocket any conditional drop that is not a pickpocket-only item.  Furthermore, no conditional drop can be acquired through a disintegration ray from a [[He-Boulder]] familiar.
To be clear, these are items that ''cannot drop at all'' unless a certain condition is met. Items whose drop rates are influenced by various conditions (aside from [[Maximizing Your Item Drops|drop rate modifying effects or equipment]]) but whose drop rates are never zero are '''not''' conditional drops. This could have been considered a purely academic distinction until the advent of the [[Cat Burglar]], who cannot steal most conditional drops but who ''can'' steal items with [[#Soft Conditions|soft conditions]].
*Normal Hobos cannot be disintegrated for items


==Types of Conditions==
Conditional drops cannot be:
The condition that a conditional drop must satisfy in order to be able to drop can be one or more of the following.  The list may not be an exhaustive list of all conditions that exist within the game's code.
* duplicated by [[Emit Matter Duplicating Drones]]
*''Character has [[Torso Awaregness]]''. This condition exists on all [[:Category:Shirts|shirts]] a monster can drop, meaning all shirt drops are inherently conditional.
* forced by a [[Yellow Ray]]
*''Monster is in the correct [[locations|location]]''. This condition applies to monsters such as [[skeletal sommelier]]s and [[possessed wine rack]]s, whose drops depend on where they were encountered.
* gifted by a [[Crimbo Shrub]]
*''Random number is within a certain range''.  This type of condition applies to any drop which occurs with a probability of less than 1%, such as with the drops of the [[scary pirate (cursed)|scary pirate]]s. The game internally only supports integer percents for drop rates, so in order to mimic the functionality of non-integer rates a conditional is used.
* heisted by the [[Cat Burglar]]
*''Trivial conditional''. This is a conditional which is always true, but since it exists the item is still considered a conditional item and cannot be stolen through [[pickpocket]] mechanics. This type of condition is applied to almost every item that is dropped by monsters found in [[The Sea]].
 
*''Player does or does not have a certain amount of an item in his inventory''.  This conditional is applied to some [[:Category:Quest Items|quest items]], as well as to the drops of the [[gelatinous cube]]. A player can only have at most 2 [[snakehead charrrm]]s (or 1 [[Talisman o' Nam]]) at a time, for example.
==Examples of Conditions==
**''Player has/hasn't seen a particular item drop in this [[ascension]]''.  This condition is applied to most [[:Category:Quest Items|quest items]], most of which a player can only get one of in an ascension. Typically, once a player has acquired a certain amount of an item, the item will no longer drop. The [[water-polo mitt]] is such an item, as is the [[snakehead charrrm]].
This is a non-exhaustive list of known drop conditions that exist for some items in the game. It is likely that there are additional conditions which are deliberately obscured or obfuscated to prevent over-[[farming]] or abuse.
*''Player has/hasn't accomplished some task''. Some items will only drop after you have done something particular in the game. All of the items that are unlocked by talking to [[Grandpa]] have this conditional applied to them.  In particular, the [[water-polo mitt]] has this condition, as well as the condition that only one can be obtained in an [[ascension]].
* <p>'''Player Has Skill'''</p><p>A player must have learned a specific skill.</p>
*''The item is in a set of mutually-exclusive drops''. Some monsters will drop only 1 out of a set of possible items at a time, such as the [[swarm of fire ants]] dropping their [[Familiar Equipment|familiar equipment]] items, or the [[swarm of scarab beatles]] dropping their shirts, or Hobo Bosses dropping their outfit pieces.
** Most [[shirts]] will drop only after the player has learned [[Torso Awaregness]].
*''Other''. Various other conditions may exist within the game that are not yet noticed or thoroughly understood by the players.
* <p>'''Player Is Correct Class'''</p><p>A player must be the right [[class]] for an item to drop. Usually such items have counterparts for each class.</p>
** Some monsters, like [[The Clownlord Beelzebozo]] and the [[Remains of a jilted mistress|Jilted Mistress]] drop different items depending on your character's class.
* <p>'''Correct Inventory Contents'''</p><p>A player must have the correct number of an item in their inventory for the drop to occur; either a specific amount or a range of quantities (such as "more than zero").</p>
** The [[gelatinous cube]]'s drops are dependent on the player's inventory contents.
* <p>'''Number of Drops This Ascension'''</p><p>An item will only drop if the number of times this item, or another item, has dropped this ascension is a specific amount or within a range of quantities (such as "more than zero").</p>
** Most quest items ''do not'' use this condition despite that they appear to. For example, the [[secret tropical island volcano lair map]] is a one-time drop because the monster which drops it can only be encountered once. Though the programming of KoL might technically designate such items as one-time drops, such a designation is irrelevant as it is not the true limiting factor on the item's drop rate.
** ''Some'' [[quest items]] operate this way, usually with a maximum incidence of one, when the monster which drops them can be encountered more than once. The [[broken wings]] are an example of this.
** The [[water-polo mitt]] is a one-time drop but is not a [[quest item]].
** [[Lion oil]] will only drop if a [[bird rib]] has dropped at least once.
* <p>'''Player Has Completed Task'''</p><p>An item will only drop if the player has completed some specific task.</p>
** All of the items unlocked by talking to [[Grandpa]] have this condition.
* <p>'''Item is Not Dropping With Other Item'''</p><p>There exist sets of items wherein each member has its own die roll but only one successful roll can trigger a drop in a given fight.</p>
** The [[swarm of fire ants]] can only drop one of their [[Familiar Equipment|familiar equipment]] items in any given fight.
** The [[swarm of scarab beatles]] can only drop one of their [[shirt]]s in any given fight.
* <p>'''Percentage Chance'''</p><p>A roll is made as to whether the item can drop at all, but it has its own drop rate.</p>
** The rare drops from [[The Neverending Party]] are 100% drops with the condition mt_rand(1, 500) == 1.
** The [[spice melange]] from the [[giant sandworm]] is a 1% drop with the condition mt_rand(1, 10) == 1.
 
==Historic Conditions==
These conditions were used in the past but are no longer known to be used, sometimes due to changes to game mechanics.
* <p>'''Encounter is in [[locations|Location]]'''</p><p>A monster or non-combat adventure which can be accessed in multiple locations must be encountered in a specific location to drop a given item.</p>
** [[Retrieve Yossarian's Tools|Gremlins]] used to drop Yossarian's tools only if fought in the correct location. The tools are no longer dropped by the monsters, but are generated when the [[molybdenum magnet]] is used at the correct time during fights.
** This condition used to apply to [[skeletal sommelier]]s and [[possessed wine rack]]s before the May 14, 2014 [[Spookyraven Manor]] revamp.
* <p>'''Trivially Conditional'''</p><p>This condition is always true. [http://forums.kingdomofloathing.com/vb/showthread.php?p=3378076#post3378076 Historically], this condition was used to prevent [[pickpocket]]ing and [[yellow ray]]-ing. [http://forums.kingdomofloathing.com/vb/showthread.php?p=3931018#post3931018 Nowadays], those are their own flags, separate from conditionality.</p>
 
 
==Soft Conditions==
Many items' drop rates depend on various conditions (other than [[Maximizing Your Item Drops|drop rate modifying effects or equipment]]) but never have a drop rate of zero. They always ''can'' drop but the likelihood of doing so varies. '''These items are not considered conditional drops''' despite their drop behavior being ''influenced'' by similar criteria to those of true conditional drops.
* Talking to [[Mr. Alarm, I Presarm|Mr. Alarm]] changes the drop rate of [[bird rib]]s from 35% to 20%.
* The [[grave robbing shovel]]'s drop rate is higher during the [[The Wizard of Ego|Wizard of Ego]] quest.
* [[Sabre teeth]] drop rates are much higher during [[Bad Moon]].
* All drop rates from the [[C. H. U. M.]] depend on the monster's image.


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
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[[Category:Items| {{PAGENAME}}]]

Latest revision as of 09:05, 21 September 2022

Conditional drops are items that will only drop from a certain monster if certain conditions are met.

To be clear, these are items that cannot drop at all unless a certain condition is met. Items whose drop rates are influenced by various conditions (aside from drop rate modifying effects or equipment) but whose drop rates are never zero are not conditional drops. This could have been considered a purely academic distinction until the advent of the Cat Burglar, who cannot steal most conditional drops but who can steal items with soft conditions.

Conditional drops cannot be:

Examples of Conditions

This is a non-exhaustive list of known drop conditions that exist for some items in the game. It is likely that there are additional conditions which are deliberately obscured or obfuscated to prevent over-farming or abuse.

  • Player Has Skill

    A player must have learned a specific skill.

  • Player Is Correct Class

    A player must be the right class for an item to drop. Usually such items have counterparts for each class.

  • Correct Inventory Contents

    A player must have the correct number of an item in their inventory for the drop to occur; either a specific amount or a range of quantities (such as "more than zero").

    • The gelatinous cube's drops are dependent on the player's inventory contents.
  • Number of Drops This Ascension

    An item will only drop if the number of times this item, or another item, has dropped this ascension is a specific amount or within a range of quantities (such as "more than zero").

    • Most quest items do not use this condition despite that they appear to. For example, the secret tropical island volcano lair map is a one-time drop because the monster which drops it can only be encountered once. Though the programming of KoL might technically designate such items as one-time drops, such a designation is irrelevant as it is not the true limiting factor on the item's drop rate.
    • Some quest items operate this way, usually with a maximum incidence of one, when the monster which drops them can be encountered more than once. The broken wings are an example of this.
    • The water-polo mitt is a one-time drop but is not a quest item.
    • Lion oil will only drop if a bird rib has dropped at least once.
  • Player Has Completed Task

    An item will only drop if the player has completed some specific task.

    • All of the items unlocked by talking to Grandpa have this condition.
  • Item is Not Dropping With Other Item

    There exist sets of items wherein each member has its own die roll but only one successful roll can trigger a drop in a given fight.

  • Percentage Chance

    A roll is made as to whether the item can drop at all, but it has its own drop rate.

Historic Conditions

These conditions were used in the past but are no longer known to be used, sometimes due to changes to game mechanics.

  • Encounter is in Location

    A monster or non-combat adventure which can be accessed in multiple locations must be encountered in a specific location to drop a given item.

  • Trivially Conditional

    This condition is always true. Historically, this condition was used to prevent pickpocketing and yellow ray-ing. Nowadays, those are their own flags, separate from conditionality.


Soft Conditions

Many items' drop rates depend on various conditions (other than drop rate modifying effects or equipment) but never have a drop rate of zero. They always can drop but the likelihood of doing so varies. These items are not considered conditional drops despite their drop behavior being influenced by similar criteria to those of true conditional drops.