Hellgate: London (Single Player) > Reanimator
Need Help Adding Items to Merchant Inventory or Enemy Loot Table
Bryan:
At a glance, there's a tag in items that reads "unlimited_in_merchant_inventory = 1;". Guessing that's related.
What was going wrong with monster treasures before though? Could be of some use to fellow readers.
RJ Mayhem:
--- Quote from: Bryan on Sep 05, 2023; 02:05 pm ---At a glance, there's a tag in items that reads "unlimited_in_merchant_inventory = 1;". Guessing that's related.
What was going wrong with monster treasures before though? Could be of some use to fellow readers.
--- End quote ---
Things might be labeled differently in the steam reanimator &/or game files but I wasn't changing the "pickType" from "one" to "all". Which seems to tell the game to drop all the treasure in the row instead of one. I also increased the "value#" next to the "item#" which seemed to increase the chance for that item to drop. Increased the "noDrop" to make sure it drops.
Here's what I've tried and hasn't seemed to work. Using a item that's in the merchants inventory already. I copied the entries "bitmaskp1" spawnAtMerchant & "props1" SetStat669('unlimited_in_merchant_inventory', 1);. Added "buyPriceAdd" PriceXXX;. Loaded in game and the item isn't being sold.
Bryan:
Yeah, we might have different names across the versions. Still, these both apply; "pickType" determines whether one item in the row will be chosen or if all will, and the Value column is what I noted before:
--- Quote from: Bryan on Sep 05, 2023; 12:25 am ---In both cases, just make sure to also add a number value in the column next to your new entry. If you add content to an empty field, its adjacent column (in my case "Value1", etc) would normally be empty - meaning the game has no number to roll your row for (either in amount of rolls or outcome chances).
--- End quote ---
From what I know, if your PickType is 1:1 the values there will act as weights (ie chances among items in the row). If it's "all", then the value determines how many times that field's item will be produced.
And noDrop is essentially reverse drop chances, determining how often a row will not drop. So reducing that to 0 will guarantee drops.
The vendor part seems complicated though, so I'd need to do some proper digging to assist in any way there.
RJ Mayhem:
--- Quote from: Bryan on Sep 05, 2023; 06:13 pm ---Yeah, we might have different names across the versions. Still, these both apply; "pickType" determines whether one item in the row will be chosen or if all will, and the Value column is what I noted before:
--- Quote from: Bryan on Sep 05, 2023; 12:25 am ---In both cases, just make sure to also add a number value in the column next to your new entry. If you add content to an empty field, its adjacent column (in my case "Value1", etc) would normally be empty - meaning the game has no number to roll your row for (either in amount of rolls or outcome chances).
--- End quote ---
From what I know, if your PickType is 1:1 the values there will act as weights (ie chances among items in the row). If it's "all", then the value determines how many times that field's item will be produced.
And noDrop is essentially reverse drop chances, determining how often a row will not drop. So reducing that to 0 will guarantee drops.
The vendor part seems complicated though, so I'd need to do some proper digging to assist in any way there.
--- End quote ---
Thanks for all your help. I was able to add what I wanted to the drop table instead of the merchants.
Bryan:
Glad to have been able to help, really. Not the easiest thing in the world to translate my already limited knowledge to different tables, frankly.
But glad to hear it's worked out for you. :)
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