Royal Deluxe Posted January 20, 2019 Share Posted January 20, 2019 I have a idea but i would need a fluctuating buff. Or several buffs that (like the Block placeholder system) enable a random buff (at best with a % chance) when they run out. The idea is a lootabundance contolled by such a system. Means every single container the Lootabundance can be 0% - 200%. So not as it is now that you nearly never get good stuff at 25%. Morte like Often nothing Sometimes normal loot and rarely a Jackpot Link to comment Share on other sites More sharing options...
Royal Deluxe Posted January 20, 2019 Author Share Posted January 20, 2019 OK the fluctuating part i mostly have The question is now what the effect name of Lootabundance is All i found was "LootGamestage" and "LootTier" hopefully loot tier is the right one ? Link to comment Share on other sites More sharing options...
Royal Deluxe Posted January 20, 2019 Author Share Posted January 20, 2019 ok i make a new thread with the new question my buff so far (only for testing, by far not usable (because of that the beer effect)) <buff name="BuffLootchance0" description_key="buffGodModeDesc" tooltip_key="buffGodModeTooltip" icon="ui_game_symbol_add" icon_color="255,0,0"> <stack_type value="ignore"/> <duration value="10"/> <effect_group> <triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="BuffLootchance1"> </triggered_effect> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.3" effect_name="Drunk"/> <triggered_effect trigger="onSelfBuffFinish" action="ModifyScreenEffect" intensity="0" effect_name="Drunk"/> </effect_group> </buff> <buff name="BuffLootchance1" description_key="buffGodModeDesc" tooltip_key="buffGodModeTooltip" icon="ui_game_symbol_add" icon_color="0,255,0"> <stack_type value="ignore"/> <duration value="10"/> <effect_group> <triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="BuffLootchance2"> </triggered_effect> <passive_effect name="LootGamestage" operation="base_add" value="50"/> <passive_effect name="LootTier" operation="base_add" value="50"/> </effect_group> </buff> <buff name="BuffLootchance2" description_key="buffGodModeDesc" tooltip_key="buffGodModeTooltip" icon="ui_game_symbol_add" icon_color="0,0,255"> <stack_type value="ignore"/> <duration value="10"/> <effect_group> <triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="BuffLootchance3"> </triggered_effect> <passive_effect name="LootGamestage" operation="base_add" value="200"/> <passive_effect name="LootTier" operation="base_add" value="200"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0.3" effect_name="Drunk"/> <triggered_effect trigger="onSelfBuffFinish" action="ModifyScreenEffect" intensity="0" effect_name="Drunk"/> </effect_group> </buff> <buff name="BuffLootchance3" description_key="buffGodModeDesc" tooltip_key="buffGodModeTooltip" icon="ui_game_symbol_add" icon_color="255,255,0"> <stack_type value="ignore"/> <duration value="10"/> <effect_group> <triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="BuffLootchance0"> </triggered_effect> <passive_effect name="LootGamestage" operation="base_add" value="500"/> <passive_effect name="LootTier" operation="base_add" value="500"/> </effect_group> </buff> "Can a buff change the lootabundance" Link to comment Share on other sites More sharing options...
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