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CreatureEvent [TFS 1.1] Random Item Stats

Doitforthegains

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Added exactly what you have posted in the thread, I can loot rares just fine; but epic/legendary don't drop :/
 
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zbizu

zbizu

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copy whole script from first post again and increase first stat rates
 

Doitforthegains

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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
 
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zbizu

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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.
 

Eldin

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Dearly hope that it will be possible to use with the Slot System soon. :)

Kind Regards,
Eldin.
 

Doitforthegains

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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
 
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zbizu

zbizu

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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
 

Doitforthegains

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Oh man I feel dumb, I meant to post this on your thread about the slotsystem >.<
 

nugo

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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.
 
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zbizu

zbizu

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I'm done with this system. Working on something bigger. If you need it, do it yourself.
 
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zbizu

zbizu

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Code:
local it_id = item:getId()
local tid = ItemType(it_id):getTransformEquipId()
does it look like 0.4?
 

strutZ

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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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