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Author Topic:   superuniques drops?
UltimateNewbie
Serf

Posts: 8
From: Sweden
Registered: Jan 2002

posted 13 February 2002 12:31     Click Here to See the Profile for UltimateNewbie        Reply w/Quote   
I've read the tuturial about making certain critters droping certain stuff. My question is this:

Do you HAVE to specify EVERY item dropped by the monster?

Is it possible to make it drop random, for example, set items?

grateful for any help.

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We're all newbies in the begining - goes dubble for me

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Watcher
WarLord

Posts: 196
From: Who cares anyway?
Registered: Oct 2001

posted 13 February 2002 13:03     Click Here to See the Profile for Watcher   Click Here to Email Watcher        Reply w/Quote   
Yes, it is. If you enter the set items as mentioned in the tutorial, but set Picks to a positive number, then you'll have random set item drops. But you still have to enter every set item. You can be less careful with rare and uniques, since they come in all base types.
And by the way, you can enter a set item in treasureclassex.txt by entering the name found in setitems.txt. I don't think that was mentioned in the tutorial. Watch out for spelling errors though, there are some odd ones in setitems.txt.

Watcher

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To fail is human. Complete breakdown requires a computer.

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UltimateNewbie
Serf

Posts: 8
From: Sweden
Registered: Jan 2002

posted 13 February 2002 13:37     Click Here to See the Profile for UltimateNewbie        Reply w/Quote   
Let's see if I got everything straight...

i put 1024 in the set column, put a positive number instead of a negative and then, this is where i get confused, i write set items in the item1, item2 an so on and still get random set items from diffrent sets?

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We're all newbies in the begining - goes dubble for me

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dectgap
Knight

Posts: 66
From: Malmö, Sweden
Registered: Dec 2001

posted 13 February 2002 13:46     Click Here to See the Profile for dectgap   Click Here to Email dectgap        Reply w/Quote   
You could create new treasureclasses where you have all the setitems included. For example, you could create a TC called "Sets1" and put nine setitems there. The tenth item would be "Sets2" where you do the same thing until all setitems are covered. Don't forget to check the probabilities so the chance of getting a setitem from "Sets5" is the same as getting one from "Sets1" - if you want it to be that way.

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