Open IIInitiationnn opened 6 months ago
Actually, we use "DeathItemDrop.Start()" function (append when a mob die). We can use a more generic function "ItemDrop.DropItem()" and edit item multiplier for all sources (see commit "Generic item drop")
ForceDrop generate an item (white, unique or set) with random stats (see Drop function in https://github.com/RCInet/LastEpoch_Mods/blob/master/LastEpoch_Hud/Scripts/Hud_Manager.cs, line 2596)
I was wondering if it would be possible to provide a setting to scale extra item drops from chests, monolith rewards, bosses etc. in the same way you can set the multiplier for loot drops from mobs. I was hoping to use this mod to essentially multiply my total loot by a factor of X (e.g. instead of getting 5 exalted items from a monolith reward, I would get 5X). However, since only loot from mobs is multiplied, I would still have to repeatedly run monoliths to target farm the unique rewards (as there is no way to multiply that loot), as well as dungeons for the boss drops (e.g. Peak of the Mountain from Lightless Arbor). Would it be possible to implement these settings? I'm not sure if this is within the limitations of what can be modded.
Additionally, the Force Drop produces an item with predetermined stats; I was wondering if it would be possible to specify a range on the stats and have the stats be rolled (as if it were dropped in game). Rolls could apply to any and all parts of the item: which item it is, its implicit ranges, its affix ranges, which affixes it has and the number of affixes etc. (being able to randomise different parts of the dropped item instead of having everything predetermined would be useful).
Many thanks in advance.