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CreatureEvent [TFS 1.1] Random Item Stats

Added exactly what you have posted in the thread, I can loot rares just fine; but epic/legendary don't drop :/
 
copy whole script from first post again and increase first stat rates
 
Does it always say *rare* even if its an epic or legendary? That would make sense as to why I was fooled if its the case
 
Does it always say *rare* even if its an epic or legendary? That would make sense as to why I was fooled if its the case
It's displayed only to let player know that he looted something unique. You may change that text if it's confusing for you.
 
Dearly hope that it will be possible to use with the Slot System soon. :)

Kind Regards,
Eldin.
 
One question I have, thats off topic kind of...is how do you add the gems to have a global loot chance? I've tried searching for one but I guess they're all for 0.3.6 because nothing is working for me
 
take a look at find_loot_Container(pos)

if math.random(1, 100000) * configManager.getNumber(configKeys.RATE_LOOT) <= globalchance then
c:addItem(itemId, count, index, flags)
end
 
Nice man got it working. Just some tips if you genuinely plan to keep it updated. Have a clearer animation if possible when a rare peice of loot drops. Can you play an animation over the corpse for example. Also is it possible with defense plus 50% to actually add it for example def 50 +25.
 
I'm done with this system. Working on something bigger. If you need it, do it yourself.
 
Code:
local it_id = item:getId()
local tid = ItemType(it_id):getTransformEquipId()
does it look like 0.4?
 
idk im new?

This on is for 1.1 dude ;) the one that Zbizu linked is the original system that was working on 0.4. If you are getting an error using the other threads system post in that thread ;)
 
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