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BL001 wrote:
You mean here?

[t:template,n:sd_ra_g_o_st_2h_avg]
{
doc = "Leg Cleaver";
specializes = base_sword;
[aspect]
{
model = m_w_swd_017;
}
[attack]
{
f damage_max = 233.000000;
f damage_min = 78.000000;
is_two_handed = true;
}
[common]
{
pcontent_special_type = rare, unique;
screen_name = "Leg Cleaver";
}
[gui]
{
active_icon = b_gui_ig_i_ic_swd_007;
equip_requirements = strength:26;
inventory_height = 4;
inventory_icon = b_gui_ig_i_w_swd_129;
inventory_width = 1;

I don't see anything like what you describe, beside the strength requirement to equip it. Surely this doesn't control where it can drop. Some armors have a strength requirement of 15 or 16 but are quite high level and can be found in veteran/elite places rather than in normal with the basic 15/16 STR items.

Am I looking in the wrong place?

Even then, I feel like there has to be something else which governs which item can drop where, because clearly there's a certain range of items you find in each place. For example normal grescal will never drop a dragon wing, but will drops lots of steel deaths, while veteran chickens will drop lots of dragon wings and never a steel death.


The sword you are referencing does not have a pcontent block it is only a basic sword. What I was referring to would be something like this.
[t:template,n:hm_g_c_2h1m_avg]
{
  doc = "Mallet";
  specializes = base_hammer;
  [aspect]
  {
    model = m_w_hmr_012;
  }
  [attack]
  {
    attack_range = 0.5;
    f damage_max = 91.000000;
    f damage_min = 75.000000;
    is_two_handed = true;
  }
  [common]
  {
    screen_name = "Mallet";
  }
  [gui]
  {
    active_icon = b_gui_ig_i_ic_hmr_002;
    equip_requirements = strength:24;
    inventory_height = 3;
    inventory_icon = b_gui_ig_i_w_hmr_020;
    inventory_width = 2;
  }
  [pcontent]
  {
    [base]
    {
      f modifier_max = 4.000000;
      f modifier_min = 0.000000;
    }
    [c_fin]
    {
      f damage_max = 102.000000;
      f damage_min = 84.000000;
      equip_requirements = strength:26;
      inventory_icon = b_gui_ig_i_w_hmr_021;
      model = m_w_hmr_013;
      f modifier_max = 11.000000;
      f modifier_min = 2.000000;
    }
    [c_mag]
    {
      f damage_max = 250.000000;
      f damage_min = 204.000000;
      equip_requirements = strength:51;
      inventory_icon = b_gui_ig_i_w_hmr_023;
      model = m_w_hmr_015;
      f modifier_max = 50.000000;
      f modifier_min = 36.000000;
    }
    [c_str]
    {
      f damage_max = 178.000000;
      f damage_min = 146.000000;
      equip_requirements = strength:39;
      inventory_icon = b_gui_ig_i_w_hmr_022;
      model = m_w_hmr_014;
      f modifier_max = 35.000000;
      f modifier_min = 19.000000;
    }
    [o_avg]
    {
      f damage_max = 125.000000;
      f damage_min = 103.000000;
      equip_requirements = strength:30;
      inventory_icon = b_gui_ig_i_w_hmr_032;
      model = m_w_hmr_015;
      f modifier_max = 19.000000;
      f modifier_min = 7.000000;
    }
    [o_fin]
    {
      f damage_max = 152.000000;
      f damage_min = 124.000000;
      equip_requirements = strength:34;
      inventory_icon = b_gui_ig_i_w_hmr_034;
      model = m_w_hmr_012;
      f modifier_max = 27.000000;
      f modifier_min = 12.000000;
    }
    [o_mag]
    {
      f damage_max = 290.000000;
      f damage_min = 238.000000;
      equip_requirements = strength:58;
      inventory_icon = b_gui_ig_i_w_hmr_036;
      model = m_w_hmr_015;
      f modifier_max = 61.000000;
      f modifier_min = 44.000000;
    }
    [o_str]
    {
      f damage_max = 211.000000;
      f damage_min = 173.000000;
      equip_requirements = strength:45;
      inventory_icon = b_gui_ig_i_w_hmr_035;
      model = m_w_hmr_014;
      f modifier_max = 43.000000;
      f modifier_min = 29.000000;
    }
  }
}

This and the shops and drops in an area of a map would specifies what would be found. You could always edit a specific shop to contain your item.

Elf