• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

RevScripts Tfs 1.3 chest lootChance + increase Chance

alejandro762

Well-Known Member
Joined
Sep 6, 2021
Messages
224
Reaction score
62
Hi again



Im looking for a revscript tfs 1.3,



A chest have 10% chance to loot one item ( like 10 items in total , random with chance )

If i got for example a token, i will increase 5% this chance to 10+5% toi get one item, if i use 10 tokens i will increase to 10+50% ,

Chance of each item différent, like 60% 10 crystal coins, 20% a backpack, 10% a helmet, 5% a rune, etc, ans removing the token while using the chest.



Im not sure if is possible to make this type of script









Thanks in advance
 
Solution
Woops.

Try this.
Lua:
local config = {
    actionId = 45001, -- put this on your chest
    baseChance = 100, -- all percents are based on 1000 -- 100/1000 = 10% || 1/1000 = 0.1%
    cooldown = {
        active = true, -- false will disable cooldown
        key = 11111,
        value = 64800 -- 18 hours. or alternatively use 60*60*18
    },
    chanceIncreasers = {
        {itemId = 1111, chanceIncrease = 10}, -- put less valuable / lower tier increase first
        {itemId = 2222, chanceIncrease = 25},    -- [itemId] = {chanceIncrease = ##}
        {itemId = 3333, chanceIncrease = 50}  -- put most valuable last
    },
    rewards = {
        {itemId = 1111, minCount = 1, maxCount = 1, chance = 500}, -- 50%
        {itemId = 2222, minCount =...
OK So i try to found something to start the script, from a Box giving a random "jewel" , with a small chance to get the "Reward"

Lua:
local box = Action()

local JEWEL = {2152, 2148}
local REWARD = {2160}
function box.onUse(cid, item, fromPosition, itemEx, toPosition)
      local randomChance = math.random(1, #REWARD)
      doPlayerAddItem(cid, REWARD[randomChance], 1)

local randomLoot = math.random(1,20)
    if randomLoot == 1 then
    doPlayerSendTextMessage(cid, 22, "You found an extra item!")
             local randomChance = math.random(1, #REWARD)
              doPlayerAddItem(cid, REWARD[randomChance], 1)
    end

local randomJewel = math.random(1,10)
    if randomJewel == 1 then
    doPlayerSendTextMessage(cid, 22, "You found an extra item!")
      local randomChance = math.random(1, #JEWEL)
      doPlayerAddItem(cid, JEWEL[randomChance], 1)
    end

doSendMagicEffect(getPlayerPosition(cid), 172)
   doRemoveItem(item.uid, 1)
   return true
end

box:id(18100)
box:register()


So there is using
Code:
doRemoveItem(item.uid, 1)
,, deleting this part, and adding for example a storage
PHP:
cooldown_storage = 44444
, how to add time to this storage ? like: .
Code:
cooldown = 60 * 60 * 2
Code:
player:setStorageValue(config.cooldown_storage, os.time() + config.cooldown)
?
Now how we can add there a chance to increase the Chance If i use an item , example a Token giving +5% Chance to obtain +5% to get the line of reward, and remove this token from the backpack?

As i read is working with math.random is possible to change it to chance right ? I remember to see a script using a chance system
 
Last edited:
Try this

Lua:
local config = {
    actionId = 45001, -- put this on your chest
    baseChance = 100, -- all percents are based on 1000 -- 100/1000 = 10% || 1/1000 = 0.1%
    itemChanceIncreaserId = 1111, -- item in player inventory that increases chance
    itemChanceIncrease = 50, -- 50/1000 = 5%
    rewards = {
        {itemId = 1111, minCount = 1, maxCount = 1, chance = 500}, -- 50%
        {itemId = 2222, minCount = 1, maxCount = 10, chance = 50}, -- 5%
        {itemId = 3333, minCount = 10, maxCount = 50, chance = 5}  -- 0.5%
    }
}

local rewardChest = Action()

function rewardChest.onUse(player, item, fromPosition, target, toPosition, isHotkey)

    local chance = config.baseChance
    local increaserCount = player:getItemCount(config.itemChanceIncreaserId)
    if increaserCount > 1 then
        local increasersUsed = 0
        while chance < 1000 and increaserCount > 0 do
            chance = chance + config.itemChanceIncrease
            increasersUsed = increasersUsed + 1
        end
        player:removeItem(config.itemChanceIncreaserId, increasersUsed)
    end
   
    local rand = math.random(1000)
    if chance > rand then
        player:say("No reward.", TALKTYPE_MONSTER_SAY)
        return true
    end
   
    local rewardList = {} -- this section is forcing a single item to be chosen from the rewards section
    while #rewardList < 1 do
        for i = 1, #config.rewards do
            rand = math.random(1000)
            if rand <= config.rewards[i].chance then
                rewardList[#rewardList + 1] = i
            end
        end
    end
   
    rand = math.random(#rewardList)   
    player:addItem(config.rewards[rand].itemId, math.random(config.rewards[rand].minCount, config.rewards[rand].maxCount), true)
    player:say("Received " .. ItemType(config.rewards[rand].itemId):getName():lower() .. " as reward.", TALKTYPE_MONSTER_SAY)
    return true
end

rewardChest:aid(config.actionId)
rewardChest:register()
 
Last edited:
Try this

Lua:
local config = {
    actionId = 45001, -- put this on your chest
    baseChance = 100, -- all percents are based on 1000 -- 100/1000 = 10% || 1/1000 = 0.1%
    itemChanceIncreaserId = 1111, -- item in player inventory that increases chance
    itemChanceIncrease = 50, -- 50/1000 = 5%
    rewards = {
        {itemId = 1111, minCount = 1, maxCount = 1, chance = 500}, -- 50%
        {itemId = 2222, minCount = 1, maxCount = 10, chance = 50}, -- 5%
        {itemId = 3333, minCount = 10, maxCount = 50, chance = 5}  -- 0.5%
    }
}

local rewardChest = Action()

function rewardChest.onUse(player, item, fromPosition, target, toPosition, isHotkey)

    local chance = config.baseChance
    local increaserCount = player:getItemCount(config.itemChanceIncreaserId)
    if increaserCount > 1 then
        local increasersUsed = 0
        while chance < 1000 and increaserCount > 0 do
            chance = chance + config.itemChanceIncrease
            increasersUsed = increasersUsed - 1
        end
        increasersUsed
        player:removeItem(config.itemChanceIncreaserId, increasersUsed)
    end
 
    local rand = math.random(1000)
    if chance > rand then
        player:say("No reward.", TALKTYPE_MONSTER_SAY)
        return true
    end
 
    local rewardList = {} -- this section is forcing a single item to be chosen from the rewards section
    while #rewardList < 1 do
        for i = 1, #config.rewards do
            rand = math.random(1000)
            if rand <= config.rewards[i].chance then
                rewardList[#rewardList + 1] = i
            end
        end
    end
 
    rand = math.random(#rewardList)
    player:addItem(config.rewards[rand].itemId, math.random(config.rewards[rand].minCount, config.rewards[rand].maxCount), true)
    player:say("Received " .. ItemType(config.rewards[rand].itemId):getName():lower() .. " as reward.", TALKTYPE_MONSTER_SAY)
    return true
end

rewardChest:aid(config.actionId)
rewardChest:register()

Hello, first of all thanks to reply,

I'll got an error on console:
2.png

This part:
increasersUsed
player:removeItem(config.itemChanceIncreaserId, increasersUsed)


Then i would like to know if using Tiers of This Type of Item to Increase chance is possible something like this ( 3 Tiers ),
Got 3 Types of Items to use one 5%, one 10% then the last 20% giving chance

itemChanceIncreaserId = 1111, -- item in player inventory that increases chance
itemChanceIncrease = 50, -- 50/1000 = 5%
itemChanceIncreaserId1 = 1111, -- item in player inventory that increases chance
itemChanceIncrease1 = 100, -- 100/1000 = 10%
itemChanceIncreaserId2 = 1111, -- item in player inventory that increases chance
itemChanceIncrease2 = 200, -- 200/1000 = 20%

Then, adding a cooldown storage looks like this ?

local config = {
actionId = 39177, -- put this on your chest
baseChance = 100, -- all percents are based on 1000 -- 100/1000 = 10% || 1/1000 = 0.1%
itemChanceIncreaserId = 13560, -- item in player inventory that increases chance
itemChanceIncrease = 50, -- 50/1000 = 5%
cooldown = 10 * 10 * 18,
cooldown_storage = 135200,

rewards = {
{itemId = 2148, minCount = 1, maxCount = 1, chance = 500}, -- 50%
{itemId = 2152, minCount = 1, maxCount = 10, chance = 50}, -- 5%
{itemId = 2160, minCount = 10, maxCount = 50, chance = 5} -- 0.5%
}
}

local rewardChest = Action()

function rewardChest.onUse(player, item, fromPosition, target, toPosition, isHotkey)

local chance = config.baseChance
local increaserCount = player:getItemCount(config.itemChanceIncreaserId)
if increaserCount > 1 then
local increasersUsed = 0
while chance < 1000 and increaserCount > 0 do
chance = chance + config.itemChanceIncrease
increasersUsed = increasersUsed - 1
end
increasersUsed
player:removeItem(config.itemChanceIncreaserId, increasersUsed)
end

local rand = math.random(1000)
if chance > rand then
player:say("No reward.", TALKTYPE_MONSTER_SAY)
return true
end

local rewardList = {} -- this section is forcing a single item to be chosen from the rewards section
while #rewardList < 1 do
for i = 1, #config.rewards do
rand = math.random(1000)
if rand <= config.rewards.chance then
rewardList[#rewardList + 1] = i
end
end
end

rand = math.random(#rewardList)
player:setStorageValue(config.cooldown_storage, os.time() + config.cooldown)
player:addItem(config.rewards[rand].itemId, math.random(config.rewards[rand].minCount, config.rewards[rand].maxCount), true)
player:say("Received " .. ItemType(config.rewards[rand].itemId):getName():lower() .. " as reward.", TALKTYPE_MONSTER_SAY)
return true
end

rewardChest:aid(config.actionId)
rewardChest:register()
 
Last edited:
Hello, first of all thanks to reply,

I'll got an error on console:
View attachment 68880

This part:



Then i would like to know if using Tiers of This Type of Item to Increase chance is possible something like this ( 3 Tiers ),
Got 3 Types of Items to use one 5%, one 10% then the last 20% giving chance



Then, adding a cooldown storage looks like this ?
Just remove line 25.
Accidentally left that in

Updated my previous post with that change.
 
Just remove line 25.
Accidentally left that in

Updated my previous post with that change.

Now Doesn't give an error,
But if you have the itemChanceIncreaserId it says " No Reward ", like you lose all chance.
Added some prints, from line 19 - 27, they show on console the print starting on local increaserCount till the end.

Lua:
local chance = config.baseChance
    local increaserCount = player:getItemCount(config.itemChanceIncreaserId)
    if increaserCount > 1 then
        local increasersUsed = 0
        while chance < 1000 and increaserCount > 0 do
            chance = chance + config.itemChanceIncrease
            increasersUsed = increasersUsed - 1
        end
        player:removeItem(config.itemChanceIncreaserId, increasersUsed)
    end
    local rand = math.random(1000)
    if chance > rand then
        player:say("No reward.", TALKTYPE_MONSTER_SAY)
        return true
    end
 
Last edited:
Now Doesn't give an error,
But if you have the itemChanceIncreaserId it says " No Reward ", like you lose all chance.
Added some prints, from line 19 - 27, they show on console the print starting on local increaserCount till the end.

Lua:
local chance = config.baseChance
    local increaserCount = player:getItemCount(config.itemChanceIncreaserId)
    if increaserCount > 1 then
        local increasersUsed = 0
        while chance < 1000 and increaserCount > 0 do
            chance = chance + config.itemChanceIncrease
            increasersUsed = increasersUsed - 1
        end
        player:removeItem(config.itemChanceIncreaserId, increasersUsed)
    end
    local rand = math.random(1000)
    if chance > rand then
        player:say("No reward.", TALKTYPE_MONSTER_SAY)
        return true
    end
This line is wrong.
increasersUsed = increasersUsed - 1

If you look at the version in my post it is
increasersUsed = increasersUsed + 1
 
This line is wrong.
increasersUsed = increasersUsed - 1

If you look at the version in my post it is
increasersUsed = increasersUsed + 1
Oh, sorry, my mistake.

I will check it coming back to home.

I am working with @alexv45 from he's server to try make a system with chance ( open source here on forum ) I will show it a video after
 
Oh, sorry, my mistake.

I will check it coming back to home.

I am working with @alexv45 from he's server to try make a system with chance ( open source here on forum ) I will show it a video after
Then i would like to know if using Tiers of This Type of Item to Increase chance is possible something like this ( 3 Tiers ),
Got 3 Types of Items to use one 5%, one 10% then the last 20% giving chance

Here is an updated version with multiple item increasers, and the 18 hour cooldown on chest.

Lua:
local config = {
    actionId = 45001, -- put this on your chest
    baseChance = 100, -- all percents are based on 1000 -- 100/1000 = 10% || 1/1000 = 0.1%
    cooldown = {
        active = true, -- false will disable cooldown
        key = 11111,
        value = 64800 -- 18 hours. or alternatively use 60*60*18
    },
    chanceIncreasers = {
        [1111] = {chanceIncrease = 10}, -- put less valuable / lower tier increase first
        [2222] = {chanceIncrease = 25},    -- [itemId] = {chanceIncrease = ##}
        [3333] = {chanceIncrease = 50}  -- put most valuable last
    },
    rewards = {
        {itemId = 1111, minCount = 1, maxCount = 1, chance = 500}, -- 50%
        {itemId = 2222, minCount = 1, maxCount = 10, chance = 50}, -- 5%
        {itemId = 3333, minCount = 10, maxCount = 50, chance = 5}  -- 0.5%
    }
}

local rewardChest = Action()

function rewardChest.onUse(player, item, fromPosition, target, toPosition, isHotkey)

    if config.cooldown.active then
        local currentTime = os.time()
        local currentStorage = player:getStorageValue(config.cooldown.key)
        if currentStorage > currentTime then
            player:sendCancelMessage("Currently on cooldown. Can use again in ".. os.date("!%Hh %Mm %Ss", currentStorage - currentTime) .."")
            return true
        end
        player:setStorageValue(config.cooldown.key, (currentTime + config.cooldown.value))
    end

    local chance = config.baseChance
    for v, k in pairs(config.chanceIncreasers) do -- loop through chanceIncreasers
        local increaserCount = player:getItemCount(v)
        local increasersUsed = 0
        while chance < 1000 and increaserCount > 0 do -- uses as many increasers as possible to get to 100% chance, then stops using them.
            chance = chance + k.chanceIncrease
            increasersUsed = increasersUsed + 1
        end
        player:removeItem(config.itemChanceIncreaserId, increasersUsed)
    end
  
    local rand = math.random(1000)
    if chance > rand then
        player:say("No reward.", TALKTYPE_MONSTER_SAY)
        return true
    end
  
    local rewardList = {} -- this section is forcing a single item to be chosen from the rewards section
    while #rewardList < 1 do
        for i = 1, #config.rewards do
            rand = math.random(1000)
            if rand <= config.rewards[i].chance then
                rewardList[#rewardList + 1] = i
            end
        end
    end
  
    rand = math.random(#rewardList)  
    player:addItem(config.rewards[rand].itemId, math.random(config.rewards[rand].minCount, config.rewards[rand].maxCount), true)
    player:say("Received " .. ItemType(config.rewards[rand].itemId):getName():lower() .. " as reward.", TALKTYPE_MONSTER_SAY)
    return true
end

rewardChest:aid(config.actionId)
rewardChest:register()
 
Here is an updated version with multiple item increasers, and the 18 hour cooldown on chest.

Lua:
local config = {
    actionId = 45001, -- put this on your chest
    baseChance = 100, -- all percents are based on 1000 -- 100/1000 = 10% || 1/1000 = 0.1%
    cooldown = {
        active = true, -- false will disable cooldown
        key = 11111,
        value = 64800 -- 18 hours. or alternatively use 60*60*18
    },
    chanceIncreasers = {
        [1111] = {chanceIncrease = 10}, -- put less valuable / lower tier increase first
        [2222] = {chanceIncrease = 25},    -- [itemId] = {chanceIncrease = ##}
        [3333] = {chanceIncrease = 50}  -- put most valuable last
    },
    rewards = {
        {itemId = 1111, minCount = 1, maxCount = 1, chance = 500}, -- 50%
        {itemId = 2222, minCount = 1, maxCount = 10, chance = 50}, -- 5%
        {itemId = 3333, minCount = 10, maxCount = 50, chance = 5}  -- 0.5%
    }
}

local rewardChest = Action()

function rewardChest.onUse(player, item, fromPosition, target, toPosition, isHotkey)

    if config.cooldown.active then
        local currentTime = os.time()
        local currentStorage = player:getStorageValue(config.cooldown.key)
        if currentStorage > currentTime then
            player:sendCancelMessage("Currently on cooldown. Can use again in ".. os.date("!%Hh %Mm %Ss", currentStorage - currentTime) .."")
            return true
        end
        player:setStorageValue(config.cooldown.key, (currentTime + config.cooldown.value))
    end

    local chance = config.baseChance
    for v, k in pairs(config.chanceIncreasers) do -- loop through chanceIncreasers
        local increaserCount = player:getItemCount(v)
        local increasersUsed = 0
        while chance < 1000 and increaserCount > 0 do -- uses as many increasers as possible to get to 100% chance, then stops using them.
            chance = chance + k.chanceIncrease
            increasersUsed = increasersUsed + 1
        end
        player:removeItem(config.itemChanceIncreaserId, increasersUsed)
    end
 
    local rand = math.random(1000)
    if chance > rand then
        player:say("No reward.", TALKTYPE_MONSTER_SAY)
        return true
    end
 
    local rewardList = {} -- this section is forcing a single item to be chosen from the rewards section
    while #rewardList < 1 do
        for i = 1, #config.rewards do
            rand = math.random(1000)
            if rand <= config.rewards[i].chance then
                rewardList[#rewardList + 1] = i
            end
        end
    end
 
    rand = math.random(#rewardList) 
    player:addItem(config.rewards[rand].itemId, math.random(config.rewards[rand].minCount, config.rewards[rand].maxCount), true)
    player:say("Received " .. ItemType(config.rewards[rand].itemId):getName():lower() .. " as reward.", TALKTYPE_MONSTER_SAY)
    return true
end

rewardChest:aid(config.actionId)
rewardChest:register()

Is working without getting any of the chanceIncreasers , if you got one of the items in backpack it says " No Reward ", same for the first one, without multiples Tiers, about cooldown is working perfectly.

A video:
 
Woops.

Try this.
Lua:
local config = {
    actionId = 45001, -- put this on your chest
    baseChance = 100, -- all percents are based on 1000 -- 100/1000 = 10% || 1/1000 = 0.1%
    cooldown = {
        active = true, -- false will disable cooldown
        key = 11111,
        value = 64800 -- 18 hours. or alternatively use 60*60*18
    },
    chanceIncreasers = {
        {itemId = 1111, chanceIncrease = 10}, -- put less valuable / lower tier increase first
        {itemId = 2222, chanceIncrease = 25},    -- [itemId] = {chanceIncrease = ##}
        {itemId = 3333, chanceIncrease = 50}  -- put most valuable last
    },
    rewards = {
        {itemId = 1111, minCount = 1, maxCount = 1, chance = 500}, -- 50%
        {itemId = 2222, minCount = 1, maxCount = 10, chance = 50}, -- 5%
        {itemId = 3333, minCount = 10, maxCount = 50, chance = 5}  -- 0.5%
    }
}

local rewardChest = Action()

function rewardChest.onUse(player, item, fromPosition, target, toPosition, isHotkey)

    if config.cooldown.active then
        local currentTime = os.time()
        local currentStorage = player:getStorageValue(config.cooldown.key)
        if currentStorage > currentTime then
            player:sendCancelMessage("Currently on cooldown. Can use again in ".. os.date("!%Hh %Mm %Ss", currentStorage - currentTime) .."")
            return true
        end
        player:setStorageValue(config.cooldown.key, (currentTime + config.cooldown.value))
    end

    local chance = config.baseChance
    for i = 1, # config.chanceIncreasers do -- loop through chanceIncreasers
        local increaserCount = player:getItemCount(config.chanceIncreasers[i].itemId)
        local increasersUsed = 0
        while chance < 1000 and increaserCount > 0 do -- uses as many increasers as possible to get to 100% chance, then stops using them.
            chance = chance + config.chanceIncreasers[i].chanceIncrease
            increaserCount = increaserCount - 1
            increasersUsed = increasersUsed + 1
        end
        player:removeItem(config.chanceIncreasers[i].itemId, increasersUsed)
    end
  
    local rand = math.random(1000)
    if rand > chance then
        player:say("No reward.", TALKTYPE_MONSTER_SAY)
        return true
    end
  
    local rewardList = {} -- this section is forcing a single item to be chosen from the rewards section
    while #rewardList < 1 do
        for i = 1, #config.rewards do
            rand = math.random(1000)
            if rand <= config.rewards[i].chance then
                rewardList[#rewardList + 1] = i
            end
        end
    end
  
    rand = math.random(#rewardList)  
    player:addItem(config.rewards[rand].itemId, math.random(config.rewards[rand].minCount, config.rewards[rand].maxCount), true)
    player:say("Received " .. ItemType(config.rewards[rand].itemId):getName():lower() .. " as reward.", TALKTYPE_MONSTER_SAY)
    return true
end

rewardChest:aid(config.actionId)
rewardChest:register()
 
Last edited:
Solution
Woops.

Try this.
Lua:
local config = {
    actionId = 45001, -- put this on your chest
    baseChance = 100, -- all percents are based on 1000 -- 100/1000 = 10% || 1/1000 = 0.1%
    cooldown = {
        active = true, -- false will disable cooldown
        key = 11111,
        value = 64800 -- 18 hours. or alternatively use 60*60*18
    },
    chanceIncreasers = {
        {itemId = 1111, chanceIncrease = 10}, -- put less valuable / lower tier increase first
        {itemId = 2222, chanceIncrease = 25},    -- [itemId] = {chanceIncrease = ##}
        {itemId = 3333, chanceIncrease = 50}  -- put most valuable last
    },
    rewards = {
        {itemId = 1111, minCount = 1, maxCount = 1, chance = 500}, -- 50%
        {itemId = 2222, minCount = 1, maxCount = 10, chance = 50}, -- 5%
        {itemId = 3333, minCount = 10, maxCount = 50, chance = 5}  -- 0.5%
    }
}

local rewardChest = Action()

function rewardChest.onUse(player, item, fromPosition, target, toPosition, isHotkey)

    if config.cooldown.active then
        local currentTime = os.time()
        local currentStorage = player:getStorageValue(config.cooldown.key)
        if currentStorage > currentTime then
            player:sendCancelMessage("Currently on cooldown. Can use again in ".. os.date("!%Hh %Mm %Ss", currentStorage - currentTime) .."")
            return true
        end
        player:setStorageValue(config.cooldown.key, (currentTime + config.cooldown.value))
    end

    local chance = config.baseChance
    for i = 1, # config.chanceIncreasers do -- loop through chanceIncreasers
        local increaserCount = player:getItemCount(config.chanceIncreasers[i].itemId)
        local increasersUsed = 0
        while chance < 1000 and increaserCount > 0 do -- uses as many increasers as possible to get to 100% chance, then stops using them.
            chance = chance + config.chanceIncreasers[i].chanceIncrease
            increaserCount = increaserCount - 1
            increasersUsed = increasersUsed + 1
        end
        player:removeItem(config.chanceIncreasers[i].itemId, increasersUsed)
    end
  
    local rand = math.random(1000)
    if chance > rand then
        player:say("No reward.", TALKTYPE_MONSTER_SAY)
        return true
    end
  
    local rewardList = {} -- this section is forcing a single item to be chosen from the rewards section
    while #rewardList < 1 do
        for i = 1, #config.rewards do
            rand = math.random(1000)
            if rand <= config.rewards[i].chance then
                rewardList[#rewardList + 1] = i
            end
        end
    end
  
    rand = math.random(#rewardList)  
    player:addItem(config.rewards[rand].itemId, math.random(config.rewards[rand].minCount, config.rewards[rand].maxCount), true)
    player:say("Received " .. ItemType(config.rewards[rand].itemId):getName():lower() .. " as reward.", TALKTYPE_MONSTER_SAY)
    return true
end

rewardChest:aid(config.actionId)
rewardChest:register()

Now is Working and removing the item, but saying No Reward. ( Working without emblems )
Tested x100 of each emblems,
100 Normal emblems, it removes x90 = No reward
100 Legendary Emblems, it removes x36 = No reward
100 Epic Emblems, it removes x18 = No Reward
 
Now is Working and removing the item, but saying No Reward. ( Working without emblems )
Tested x100 of each emblems,
100 Normal emblems, it removes x90 = No reward
100 Legendary Emblems, it removes x36 = No reward
100 Epic Emblems, it removes x18 = No Reward
Edited above post.
Should work. fingers crossed
 
Back
Top