Greetings!
I'm creating a random loot table for a new system i am adding, and would like to generate AOS items (armor, quivers, weapons, etc) based on a value i can change to determine number of attributes and intensity.
Currently, i'm trying to use the lootpack methods to create these items but im not going about it the right way
i think the items need to be constructed or built - not sure how i would go about doing this. at the end of the script, if rngitem != null, its put in the player's pack.
the idea here is I don't just want to create a new basearmor/weapon etc, i would like intensity/attributes to depend on some value i can change. is this doable?
my current attempt has morphed into (with further research)
I'm creating a random loot table for a new system i am adding, and would like to generate AOS items (armor, quivers, weapons, etc) based on a value i can change to determine number of attributes and intensity.
Currently, i'm trying to use the lootpack methods to create these items but im not going about it the right way
C#:
switch ( Utility.Random( 15 ) ) //
{
case 0: rngitem = LootPack.LootPackItem( typeof( BaseWeapon ), 54 ); break;
case 1: rngitem = LootPack.LootPackItem( typeof( BaseRanged ), 13 ); break;
case 2: rngitem = LootPack.LootPackItem( typeof( BaseArmor ), 77 ); break;
i think the items need to be constructed or built - not sure how i would go about doing this. at the end of the script, if rngitem != null, its put in the player's pack.
the idea here is I don't just want to create a new basearmor/weapon etc, i would like intensity/attributes to depend on some value i can change. is this doable?
Post automatically merged:
my current attempt has morphed into (with further research)
C#:
switch ( Utility.Random( 15 ) ) //
{
case 0: rngitem = Loot.RandomArmorOrShieldOrWeaponOrJewelry(); break
case 1: rngitem = Loot.RandomArmorOrShieldOrWeaponOrJewelry(); break
case 2: rngitem = Loot.RandomArmorOrShieldOrWeaponOrJewelry(); break
case 3: rngitem = Loot.RandomArmorOrShieldOrWeaponOrJewelry(); break
case 4: rngitem = Loot.RandomInstrument(); break;
case 5: rngitem = Loot.RandomQuiver; break;
case 6: rngitem = Loot.RandomWand(); break;
case 7: rngitem = Loot.RandomJewelry(); break;
}
if (rngitem != null)
LootPack.Mutate ( from, from.Luck, rngItem)
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