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#1
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![]() Hi, I've looked through the forum, and found one guy who modded the chests so they dropped certain items. I'm looking for something similar, but the guy who made the mod didn't really put it up for download.
I was wondering if there was a mod somewhere that made it so chests only dropped Green colored items and above only? I'd try and do it myself, but I'm no good with modding. |
#2
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![]() There's not one that I know of nor an actual way to do that. The best you could do is modify the IncreasedMagicChance of the chests so they had a much higher chance to drop higher rarity loot.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#3
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![]() That's what I'm basically talking about, but again, I have no idea how.
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#4
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![]() So, does anyone want to create this mod for me? I'd like one, if anyone's willing to make it.
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#5
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![]() Quote:
Keep in touch with me if you'd like to see any results, I'm excited to try. ![]() EDIT: You might wanna look in the: (Assets/Models/Chests/Data) part of the files, I'm not sure but I think the files of the chests are there too.
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It sucks an Thief can't steal from mobs... Last edited by Draganoth : 08-16-2011 at 08:25 PM. |
#6
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![]() Quote:
I think this is correct. Make an folder named Database in you're Assets folder and make an .txt file, Then copy&paste this in it. Then change it to an .gdb file. I edited the chests to have an %1000 chance of dropping good stuff. I kept it so better chests have way more chance. I'm pretty sure it barely/wont drop any normal stuff. It isn't tested, So please tell me if it works. ![]() ChestBase { Type Chest ModelName Chests/chest.mdl Color White TrapChance 0.25 SecretLevelChance 0.04 Radius 20.0 Solid 1 TimedAction OpeningChest } ChestSmallCommon { Base ChestBase Name $$SmallChest$$ ItemChance 1.0 MinItems 1 MaxItems 2 IncreasedMagicChance 10000 SpawnChance 5000.0 Scale 0.75 } ChestLargeCommon { Base ChestBase Name $$LargeChest$$ ItemChance 1.0 MinItems 2 MaxItems 3 IncreasedMagicChance 10000 SpawnChance 1000.0 } ChestSmallBronze { Base ChestBase Name $$SmallBronzeChest$$ ModelName Chests/chestBronze.mdl ItemChance 1.0 MinItems 1 MaxItems 3 IncreasedMagicChance 20000 Color Bronze SpawnChance 500.0 Scale 0.75 } ChestLargeBronze { Base ChestBase Name $$LargeBronzeChest$$ ModelName Chests/chestBronze.mdl ItemChance 1.0 MinItems 2 MaxItems 4 IncreasedMagicChance 20000 Color Bronze SpawnChance 100.0 } ChestSmallSilver { Base ChestBase Name $$SmallSilverChest$$ ModelName Chests/chestSilver.mdl ItemChance 1.0 MinItems 2 MaxItems 4 IncreasedMagicChance 30000 SecretLevelChance 0.0 Color Silver SpawnChance 50.0 Scale 0.75 } ChestLargeSilver { Base ChestBase Name $$LargeSilverChest$$ ModelName Chests/chestSilver.mdl ItemChance 1.0 MinItems 2 MaxItems 6 IncreasedMagicChance 30000 SecretLevelChance 0.0 Color Silver SpawnChance 10.0 } ChestSmallGold { Base ChestBase Name $$SmallGoldChest$$ ModelName Chests/chestGold.mdl ItemChance 1.0 MinItems 3 MaxItems 5 IncreasedMagicChance 60000 SecretLevelChance 0.0 Color Gold SpawnChance 5.0 Scale 0.75 SecretLevelChance 0.0 } ChestMediumGold { Base ChestBase Name $$MediumGoldChest$$ ModelName Chests/chestGold.mdl ItemChance 1.0 MinItems 4 MaxItems 8 IncreasedMagicChance 60000 SecretLevelChance 0.0 Color Gold SpawnChance 1.0 } ChestLargeGold { Base ChestBase Name $$LargeGoldChest$$ ModelName Chests/chestGold.mdl ItemChance 1.0 MinItems 6 MaxItems 10 IncreasedMagicChance 80000 SecretLevelChance 0.0 Color Gold SpawnChance 0.0 Scale 1.25 } ChestSecretStash { Base ChestSmallCommon Name $$SecretStash$$ ModelName Models/Objects/Grasslands/secretStash.mdl HideFromMiniMap 1 TimedAction OpeningStash } ChestBronzeSecretStash { Base ChestSmallBronze Name $$SecretStash$$ ModelName Models/Objects/Grasslands/secretStash.mdl HideFromMiniMap 1 TimedAction OpeningStash } ChestSecretStashGrasslands { Base ChestSecretStash ModelName Models/Objects/Grasslands/secretStash.mdl } ChestBronzeSecretStashGrasslands { Base ChestBronzeSecretStash ModelName Models/Objects/Grasslands/secretStash.mdl } ChestSecretStashDesert { Base ChestSecretStash ModelName Models/Objects/Desert/desertsecretStash.mdl } ChestBronzeSecretStashDesert { Base ChestBronzeSecretStash ModelName Models/Objects/Desert/desertsecretStash.mdl } ChestSecretStashForest { Base ChestSecretStash ModelName Models/Objects/Forest/forestsecretStash.mdl } ChestBronzeSecretStashForest { Base ChestBronzeSecretStash ModelName Models/Objects/Forest/forestsecretStash.mdl } ChestSecretStashCave { Base ChestSecretStash ModelName Models/Objects/Cave/caveSecretStash.mdl } ChestBronzeSecretStashCave { Base ChestBronzeSecretStash ModelName Models/Objects/Cave/caveSecretStash.mdl } // // Treasure map chests // ChestTreasureMapBase { Base ChestBase Name $$BuriedTreasure$$ TrapChance 0.0 SecretLevelChance 1.0 SpawnChance 0.0 TimedAction OpeningStash } ChestTreasureMapDungeon { Base ChestTreasureMapBase ModelName Chests/chest.mdl } ChestTreasureMapCave { Base ChestTreasureMapBase ModelName Models/Objects/Cave/caveSecretStash.mdl } ChestTreasureMapDesert { Base ChestTreasureMapBase ModelName Models/Objects/Desert/desertsecretStash.mdl } ChestTreasureMapGrasslands { Base ChestTreasureMapBase ModelName Models/Objects/Grasslands/secretStash.mdl } ChestTreasureMapForest { Base ChestTreasureMapBase ModelName Models/Objects/Forest/forestsecretStash.mdl } // // Covenant award chests // ChestRewardSmall { Base ChestSmallGold Name $$SmallRewardChest$$ ModelName Chests/chestReward.mdl SpawnChance 0.0 TrapChance 0.0 SecretLevelChance 0.0 Save 1 } ChestRewardMedium { Base ChestMediumGold Name $$MediumRewardChest$$ ModelName Chests/chestReward.mdl SpawnChance 0.0 TrapChance 0.0 SecretLevelChance 0.0 Save 1 } ChestRewardLarge { Base ChestLargeGold Name $$LargeRewardChest$$ ModelName Chests/chestReward.mdl SpawnChance 0.0 TrapChance 0.0 SecretLevelChance 0.0 Save 1 } // // Dead body stashes // ChestDeadBodyBase { Base ChestSmallBronze // SpawnChance 215000.0 TrapChance 0.0 AnyDirection 1 Solid 0 TimedAction OpeningDeadBody } ChestDeadBodyWarrior { Base ChestDeadBodyBase Name $$DeadWarrior$$ ModelName Chests/chestDeadBodyWarrior.mdl } ChestDeadBodyMage { Base ChestDeadBodyBase Name $$DeadMage$$ ModelName Chests/chestDeadBodyMage.mdl } ChestDeadBodyRogue { Base ChestDeadBodyBase Name $$DeadRogue$$ ModelName Chests/chestDeadBodyRogue.mdl } ChestDeadBodyPriest { Base ChestDeadBodyBase Name $$DeadPriest$$ ModelName Chests/chestDeadBodyPriest.mdl } // Bonus chests ChestLevelBonusNormal { Base ChestLargeBronze Name $$BronzeBonusChest$$ ModelName Chests/chestBonusBronze.mdl SpawnChance 0.0 TrapChance 0.0 SecretLevelChance 0.0 } ChestLevelBonusDecent { Base ChestSmallSilver Name $$SilverBonusChest$$ ModelName Chests/chestBonusSilver.mdl SpawnChance 0.0 TrapChance 0.0 SecretLevelChance 0.0 } ChestLevelBonusGood { Base ChestLargeSilver Name $$SilverBonusChest$$ ModelName Chests/chestBonusSilver.mdl SpawnChance 0.0 TrapChance 0.0 SecretLevelChance 0.0 } ChestLevelBonusGreat { Base ChestSmallGold Name $$GoldBonusChest$$ ModelName Chests/chestBonusGold.mdl SpawnChance 0.0 TrapChance 0.0 SecretLevelChance 0.0 }
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It sucks an Thief can't steal from mobs... |
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