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valheim.dropthat's Issues

Item quality attribute

Please consider adding an item quality attribute. I'd like for bosses to drop a maximum quality item.

Set drop as stack

Add setting for gathering up drop into stack-sized chunks, to ensure items such as coins are not spawned one-by-one.

Question/Enhancement: Auto generate tables

It would be nice if the tables automatically added all drops to .tables.cfg if they don't already exist.
If this is already possible, how do? Is issue #28 related to this, preventing it from working? (description of #28 was ambiguous.)

Unable to get it to work

I've done some extensive table editing and no matter what I do, I cant seem to get it to work, even following the examples. Are there any specifics to this, does the integer for the chance to drop need to be formatted in a specific way if it's less than one? IE Chance = 0.10f or .1 or something else?

The indexes I've created all start at 0 and go from there, should I be starting them at a later number if the mob already has drops or something?

Add automated releases

Too many times with manual mistakes in the released dll.
Set up automation for building master on new pull-requests, and create release automatically.

Something like github actions seem to be what we are looking for here.

This will involve updating the actual project references to be something that is available on build too, which is probably for the best, since they are currently just manually managed.

Use server configs when joining multiplayer

Use server configs when joining multiplayer.

On client joining server, should get an in-memory set of configurations sent from server/host.

This should reduce the need for everyone to have matching configuration files, and even allow for clients having own custom configs for their singleplayer games, without having to worry about whatever server they join.

Epic Loot support

Look into how to support epic loot / extended item framework items

Condition - Location

Condition for activating drop only when mob spawns in specific locations.

Locations are a bit tricky, but this would allow for checking things such as "Troll Cave" or generally making world features more interesting to seek out.

Note: Spawn That will be using a lookup for this to detect CreatureSpawner instances, steal code from there.

Question/Enhancement: drop table index

Is there a way to display all drop indexes of each mob?

Example: I only have this on my config
[Boar.0]
ItemName = NeckTail
AmountMin = 5
AmountMax = 10
Chance = 1 false
LevelMultiplier = true
Enabled = true

In my console, I get the following log.
[Info : Unity Log] [Drop That!]: [Boar(Clone)]: 3 existing drops in table.
[Info : Unity Log] [Drop That!]: [BOAR]: Removing overriden item 'RawMeat' at index '0'.

It shows that there are 3 existing indexes for that mob but only shows the value of that index if I have that set on my config which in this case it shows that I'm overriding RawMeat with NeckTail at index 0.

Is there a way to reveal all that 3 indexes on the console so it will be easier to determine which index to override?
Example log output:
[Info : Unity Log] [Drop That!]: [Boar(Clone)]: 3 existing drops in table.
[Info : Unity Log] [Drop That!]: index 0: RawMeat
[Info : Unity Log] [Drop That!]: index 1: LeatherScraps
[Info : Unity Log] [Drop That!]: index 2: TrophyBoar

[Info : Unity Log] [Drop That!]: [BOAR]: Removing overriden item 'RawMeat' at index '0'.

Thanks

No drops on empty config

When drop_that.tables.cfg is empty, creatures without changes from supplemental drops nothing at all.

Drop configuration constraint - Global key

Set a configuration taking an array of global keys.
This should allow for dropping items according to progression level. Eg. "defeated_bonemass".

Potentially useful for Boss Metals configuration too, to disable initial metal drop and only drop when coming back for more. Although will have to find a good way to update the schema there, without bothering people.

SetQualityLevel / EpicLoot

Was using my own mobs to test from RRR with "drop_that.supplemental.*" noticed the SetQualityLevel was setting everything to Quality : 1 regardless of configuration. Tested it also with Vanilla mobs such as the blob in "drop_that.tables.cfg".

Epic Loot was't applied even with a high Weight.
Using the latest version of Epic Loot 0.8.0 (Possibly due to the 0.7.0 supported) So uninstalling EpicLoot and removing the EpicLoot config section for the drop still yielded a Quality : 1

[Blob.2]
ItemName = ShieldWood
Enabled = True
AmountMin = 1
AmountMax = 1
Chance = 1
SetQualityLevel=3

[Blob.2.EpicLoot]
RarityWeightEpic=500

Debug Information:

[Info   :Drop That!] [Blob(Clone)]: 2 existing drops in table.
[Info   :Drop That!] [Blob(Clone)]: Inserting drop EssenceRare at index '2'.
[Info   :Drop That!] [Blob(Clone)]: 3 existing drops in table.
[Info   :Drop That!] [Blob(Clone)]: Inserting drop DustRare at index '3'.
[Info   :Drop That!] [Blob(Clone)]: 4 existing drops in table.
[Info   :Drop That!] [Blob(Clone)]: Inserting drop ReagentRare at index '4'.
[Info   :Drop That!] [Blob(Clone)]: 5 existing drops in table.
[Info   :Drop That!] [Blob(Clone)]: Inserting drop ShieldWood at index '5'.

Went back and compiled the repository so I could get full debug information

[Info   :Drop That!] [RRRM_VoidGhostWarrior(Clone)]: 1 existing drops in table.
[Info   :Drop That!] [RRRM_VoidGhostWarrior]: Removing overriden item 'AmberPearl' at index '0'.
[Info   :Drop That!] [RRRM_VoidGhostWarrior(Clone)]: Inserting drop ArmorBronzeChest at index '0'.
[Info   : Unity Log] 06/06/2021 14:01:14: hit mine rock 2

[Info   : Unity Log] 06/06/2021 14:01:14: Suport time 0.03051758

[Warning:Drop That!] Unable to carry drop due to being null for RRRM_VoidGhostWarrior(Clone) (CharacterDrop).
[Info   :Drop That!] Setting temp drop cache 0:-361547264
[Info   :Drop That!] Found temp drop cache for -361547264
[Info   :Drop That!] Successfully retrieved config from temp drop cache
[Info   :Drop That!] Attempting to apply modifiers to item ArmorBronzeChest(Clone):1434614656
[Info   :Drop That!] Possible drops: ArmorBronzeChest:1
[Info   :Drop That!] [OnSpawnedItem] Count: 0, Index: 0
[Info   :Drop That!] No config for item ArmorBronzeChest(Clone) at index 0
[Info   :Drop That!] [OnSpawnLoop] Count: 0, Index: 0

The config i used for this

[RRRM_VoidGhostWarrior.0]
ItemName = ArmorBronzeChest
Enabled = True
AmountMin = 1
AmountMax = 1
Chance = 1
LevelMultiplier=false

SetQualityLevel=5
SetAmountLimit=1

ConditionMinLevel=1
ConditionMaxLevel=2
ConditionBiomes=Blackforest,Meadows

unable to get it to work

i have added in a drop listing for Boar `[Boar.4]

Setting type: String

Default value:

ItemName = Dragon Tear

Setting type: Int32

Default value: 1

AmountMin = 1

Setting type: Int32

Default value: 1

AmountMax = 2

Setting type: Single

Default value: 1

Chance = 1

Setting type: Boolean

Default value: false

OnePerPlayer = false

Setting type: Boolean

Default value: false

LevelMultiplier = true

Setting type: Boolean

Default value: true

Enabled = true`
this is in the tables as a test to see if i can figure out what all is needed
for the DT settings
clear all existing = false
clear all existing when modified = false
always append is false
enable debug true

from my understanding boars have 3 drops the hide meat and trophy so i did the boar.4 to make a new drop but the drop does not show up at all

Set constraint for max drop amount

Set constraint for max drop amount, to ensure it is possible to avoid flooding the game with drops when multiplier is applied to high-level mobs.

Optimize config sync

As with Spawn That and Custom raids, do some quick'n'dirty compression of synced configs to avoid the dreaded max-package size.

Mod support: CLLC

Add support for conditions specific to Creature Level and Loot Control

New template plugin: Bosses drop metal

Use the new template system from #9 to create a plugin that adds metal drops to bosses.

Something along the likes of:
Eikthyr:

  • 5 copper
  • 5 copper, 50% chance
  • 5 tin

Elder:

  • 30 copper
  • 20 copper, 50% chance
  • 30 tin
  • 20 tin, 50% chance

Bonemass:

  • 50 iron
  • 50 iron, 25% chance

Moder:

  • 50 Silver? Look into what seems sensible at this stage

Option AlwaysAppend doesn't work

AlwaysAppend is supposed to always make config items be added to drop list.
But currently, items with indexes still override existing items even when the option is set to true.

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