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Siliconscout's Treasure respawning - questions


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#1
SuperFly_2000

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I'd really like to decide for each object wether it is identified or not.

But lets say I use the default values in the script...I mean still...NON-magical items will still be identified right...so what we're really talking about is MAGICAL items right...and I guess it is ok that all of them...(or a percentage of them) is unidentified...

#2
The Amethyst Dragon

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I think by default any item spawned via SiliconScout's system is identified (since it's stored in a merchant inventory). If you want it unidentified, you need to add the "U" to the middle of the variable string.

ss_t_chest_64 int "050001" = one 50% chance of spawning an identified item from merchant #64
ss_t_chest_64 int "050U001" = one 50% chance of spawning an unidentified item from merchant #64
(in my PW, the merchant #64 is for random gems)

Modifié par The Amethyst Dragon, 27 septembre 2011 - 03:26 .


#3
SuperFly_2000

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Yeah...but non magical gear CAN'T be unidentified right?

#4
AndarianTD

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SuperFly_2000 wrote...

Yeah...but non magical gear CAN'T be unidentified right?


I'm not aware of any item attribute that distinguishes definitively between "magical" and "non-magical" gear. What makes a sword magical vs. non-magical, for example? Is a sword +1 attack / +1 slashing damage magical, or non-magical but well crafted? Or by non-magical are you assuming "has no added item attributes?"

#5
Lightfoot8

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SuperFly_2000 wrote...

Yeah...but non magical gear CAN'T be unidentified right?


Non-magical Items can be unidentified.    Any item created from a blueprint is by default unidentified unless it has the identified box checked in the toolset or has a base cost of less then 5GP.

#6
SuperFly_2000

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Ahh ok...thanks...as I suspected...makes it tricky to distinguish between gear that i want to be identified and gear that i want not to be then. Only way seems to make another merchant just for that...hmm...