Help with thalloot script system... anyone familiar with this??
#1
Posté 17 décembre 2010 - 06:00
was hoping someone could help me with getting this loot system
script working. it uses variables and tags... but the readme is very
confusing and in broken english
http://vnfiles.ign.c...2711/readme.txt
I currently have 3 things:
A chest with a large inventory with the tag TD_Tier1_40
A placeable with the tag TD_Tier1 with the variable:
split string Tier1:100
A monster with the variable:
Tier1 string 0
but its not dropping loot when i kill the monster with my lv 40
toon. I have tried like 15 variations of these tag and variable names
and i simply cannot get it to work. i literally just spent 2 hours on
it. Maybe someone could quickly look over the script or the readme and tell
me what im doing wrong? id really appreciate it =/
or maybe just point me to a good working loot system that allows you to define a percent chance that a random item from a container will drop from a mob when it is killed? i really like the idea of this script system that you could have a monster, for example, have a 80% chance to drop a common item, 15% to drop rare, and 5% chance to drop super rare etc
#2
Posté 17 décembre 2010 - 09:48
Having recommended this to a number of folks I've just realised that I've not yet voted for it myself, to my shame, I best go rectify that now!
#3
Posté 17 décembre 2010 - 01:53
Tyndrel wrote...
I cannot help with your current system but to answer your final question, I'm using Silicon Scout's system on my new project and it seems to do what you want together with a load more options and is wonderfully documented. Every creature or chest has to have variable(s) and the custom script, which is a fair bit of work, but you seem to be doing that already.
Having recommended this to a number of folks I've just realised that I've not yet voted for it myself, to my shame, I best go rectify that now!
What he said or even easier use the system already in the module with Module Wide Chest.
these module-wide base containers these tags (or just use the
blueprints):
X0_MOD_TREASURE_LOW - low-level treasure
X0_MOD_TREASURE_MED - medium-level treasure
X0_MOD_TREASURE_HIGH - high-level treasure
X0_MOD_TREASURE_UNIQ - unique treasure items
Fill the instances of these base containers with appropriate treasure
for your module.
MONSTER/NPC TREASURE
--------------------
If you would like to have special monster treasure (monster treasure
defaults to low treasure otherwise), you can also add any of these
base chests:
X0_TREASURE_MONSTER_<monster tag> - treasure found on monsters with
the given tag. This will strip off
any trailing digits, so for instance,
NW_KOBOLD1, NW_KOBOLD2, NW_KOBOLD005
would all end up checking the chest
X0_TREASURE_MONSTER_NW_KOBOLD.
X0_TREASURE_MONSTER_<racialtype> - treasure found on monsters of the given
racialtype. Ex:
X0_TREASURE_MONSTER_ELF
X0_TREASURE_MONSTER_UNDEAD
The spelling matches that used in the
RACIALTYPE_* constants.
X0_TREASURE_MONSTER - generic treasure found on all monsters/NPCs
in the module.
#4
Posté 17 décembre 2010 - 06:59
I really need my bosses for example to have a loot split like this:
75% Common, 24% Rare, 1% Very rare
or something like that.... that cant be done with the SS loot system can it?
#5
Posté 17 décembre 2010 - 09:41
You can even have rarer than that, have a read of the instructions, it is well written and there is then a reference sheet. Set things to plot, stolen, identified etc (if you want) ammo, gold, anything, you can even set a variable to get creatures to equip items though I do seem to be having a little trouble getting that to work consistently (but that may well be me).
Edit: My current set up has 50 catagories of loot (rather than 3) and I can add more at any time.
Modifié par Tyndrel, 17 décembre 2010 - 09:44 .
#6
Posté 18 décembre 2010 - 04:40
#7
Posté 18 décembre 2010 - 04:55
Tyndrel wrote...
Yes.
You can even have rarer than that, have a read of the instructions, it is well written and there is then a reference sheet. Set things to plot, stolen, identified etc (if you want) ammo, gold, anything, you can even set a variable to get creatures to equip items though I do seem to be having a little trouble getting that to work consistently (but that may well be me).
Edit: My current set up has 50 catagories of loot (rather than 3) and I can add more at any time.
hmm i read thru everything about the SS loot and dont remember reading about the ability to define percent chances to drop different categories of loot, i'll have to look it over again...
#8
Posté 18 décembre 2010 - 08:45
give me 1 chance of a 75% to drop a Common item
give me 1 chance of a 24% to drop a Rare item
give me 1 chance of a 1% to drop a Very rare item
but then that means that 3 items might drop from the same mob... and i only want it to drop a maximum of 1
am i reading this wrong?
i also need to be able to define common monsters with a loot split like 99% Nothing 1% Something
Modifié par Vhaeraun Baenre, 18 décembre 2010 - 08:46 .
#9
Posté 18 décembre 2010 - 10:12
The "99% nothing, 1% something is easy enough to do, just set up a container(s) specifically for it.
#10
Posté 20 décembre 2010 - 01:06





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