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Item Lots

Joseph Anderson edited this page May 3, 2020 · 3 revisions

Item lots, configured in ItemLotParam, define an item or collection of items that may be granted to the player. Rather than specifying an item directly, most sources of items such as map treasures or event scripts are given an item lot ID instead, which allows them to be more flexible in terms of droprate, number of items given, and other properties.

In order to edit them, use the appropriate param editor for your game.

Item Lot Properties

Each individual item lot can specify up to 8 different items; however, when multiple items are specified, only one of them (or none) will actually be granted. The purpose of listing multiple items is to randomly choose between them, based on the weight given to them. Rather than weights being given as a fixed value such as percentage out of 100, the weight of each item is relative to the total weight of all 8 items. For instance, if an item lot has 3 items each with a weight of 50, the drop rate of each will be 33% because the total weight is 150.

In order to make an item lot always grant a certain item, the weights of the other 7 items simply need to be set to 0, and the weight of the guaranteed item set to any positive value (although typically 100 is used). In order to make an item lot that can grant nothing at all, add an item with a category of -1 and an ID and quantity of 0; if that item is chosen, nothing will be granted.

Additionally, a system controlled by the "cumulate" properties allows you to define an item that randomly drops at first but is guaranteed to always drop eventually. If the item lot is given a cumulateNumFlagId, it will be used as an 8-bit event value to store the number of times that lot was rolled. Once the number exceeds the value of cumulateNumMax, an item will be rolled based on the cumulateLotPoints instead of the lotItemBasePoints, and the value will be reset if cumulateReset is enabled. For example, the Symbol of Avarice has a cumulateNumMax of 6, so on the 7th kill or Lloyd's Talisman, it is guaranteed to drop because the "no item" option has a cumulateLotPoint of 0 as opposed to its lotItemBasePoint of 999. Typically cumulate item lots are given a getItemFlagId so that whether the item drops randomly or is given by the cumulate system, it will not drop again.

Field Description
lotItemId01-08 The item IDs of the 8 possible items
lotItemCategory01-08 The category of each item (for values, see below)
lotItemBasePoint01-08 The weight of each item for droprate calculation
cumulateLotPoint01-08 When the cumulate threshold is reached, the weights for which item to drop
getItemFlagId01-08 Event flags for individual items; how these behave exactly is not currently known
getItemFlagId An event flag which will be given once this lot is granted; the flag is not granted if the lot is random and chooses no item. If the player already has this flag, the lot will be skipped
cumulateNumFlagId The starting flag for an 8-bit event value that stores the number of attempts. Although not important for most modders, it may be noted that the bits are reversed compared to typical event values
cumulateNumMax The maximum number of attempts, minus one
lotItem_Rarity Determines how fancy the glowing treasure effect is; does not affect droprate
lotItemNum01-08 The quantity of each item to give; setting this above 1 for items like weapons and armor will grant a single stacked item rather than two separate ones, which is usually not desirable
enableLuck01-08 Allows item discovery buffs to affect each item's droprate
cumulateReset01-08 Whether getting each item will reset the cumulate counter
Item Category Description
-1 Special category used for a chance to not grant an item
0 Weapons (also used as a default value)
268435456 Armor
536870912 Accessories (rings, and in DS3 the covenant badge)
1073741824 Goods (consumables, key items, upgrade materials, etc)

Granting Multiple Items

As mentioned above, each item lot grants at most one item. In order to add multiple items to the same treasure or multiple rolls to one enemy drop, all item lots with sequential IDs will automatically be granted as well. For example, the Sen's Fortress mimic's item lot is set to ID 27800000, which drops the Symbol of Avarice. After attempting to grant that lot, the next ID is checked, in this case 27800001, which does exist and so is granted as well, dropping the Lightning Spear. Then it continutes on to 27800002, but since that lot does not exist, the process ends. Be careful to not accidentally use an ID that directly follows an existing one if you don't intend them to drop together.

Item Lots in Sekiro

In Sekiro, additional conditions such as game progress and the Bell Demon can cause item lots with IDs +10 to +40 to be granted as well.

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