A version of this where gatherables are not touched would be nice, since gatherables just reset. Chests and enemy drops only? But then it's very hard to to get specific upgrade materials without cheating them in. I hope one day we get an enemy randomizer for true fun replayability.
Hey there, how was this mod created? You don't have to give every specific detail, but what tools should I look into if I'd like to try my hand at edits like this? Really I want to try making a randomizer that affects much more than what's been listed so far. Any help would be greatly appreciated!
-- first parameter is item id second is amount app.ItemManager.GetItemEventType-- Can be None, Gather, TreasureBox, DeadEnemy, Talk and something else I can't remember.
Each item has a category that I use to ignore quest items when I drop a random item.
The problem with those items are that the game has them registered as Curatives and not Quest items. I haven't found a way to reliably filter those out. At least those items should not hinder your quest progression (I think). I will try to find a way to filter those Items out as well.
I wish I could use it with "Wild Loot", but you said that this mod affects the treasure chest as well, jmmmm could we have a version that does not effect the treasure chest?
I see that every single item is randomized. For instance I picked up a Trove Beetle and got 300 RC, I looted a grape bush and got an explosive arrow. I haven't tried mining ore yet, I can only assume you'd get random items from that as well.
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https://cursey.github.io/reframework-book/index.html
You can use REFramework's Developer Tools -> Object Explorer to search for classes, fields, functions...
If you download the mod there is a Randomizer.lua file inside the reframework/autorun directory which contains the code of this mod.
I hooked the getItem method which is called every time a player receives an item.
getItem(System.Int32, System.Int32, app.Character,
System.Boolean, System.Boolean, System.Boolean,
app.ItemManager.GetItemEventType, System.Boolean, System.Boolean)
-- first parameter is item id second is amount
app.ItemManager.GetItemEventType
-- Can be None, Gather, TreasureBox, DeadEnemy, Talk and something else I can't remember.Each item has a category that I use to ignore quest items when I drop a random item.
Hope this helps :)
medusa heads tomes master tomes
got castle floor plans and DYE red purple
remove tomes and quest items