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  #1  
Old 11-24-2020, 12:58 PM
Bytebait
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Join Date: Oct 2014
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Default Random Stat on Item

Is there a way to add a random stats on an item on a corpse before it's looted? For example:

Player kills a "the ghoul lord" , and a Skull-shaped Barbute has random +10 to +100 Health instead of a flat Health +30.
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  #2  
Old 11-25-2020, 06:13 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
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Quote:
Originally Posted by Bytebait View Post
Is there a way to add a random stats on an item on a corpse before it's looted? For example:

Player kills a "the ghoul lord" , and a Skull-shaped Barbute has random +10 to +100 Health instead of a flat Health +30.
As far as I know - NO. This because unlike say EQ2, Diablo or WoW, item in EQ is "a projection" of a single base item, rather than individual item of its own. In other words it is always an exact copy of what is entered in DB and cannot have its own individual properties - like durability.

Your best bet is to go with pre-inserted augment that cannot be removed which will be selected by script from a list of available variations...
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  #3  
Old 11-25-2020, 08:29 PM
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Uleat
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In earlier expansions, this might have been possible as each instance of an item had its own base data definition (this is how scaled items used to work on EQEmu.)

Newer clients, however, use a singular reference for any base item data and all instances point back to that reference.
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  #4  
Old 11-26-2020, 12:35 AM
demonstar55
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Theoretically you could hack up a system that could do this ... but you need to reserve a bunch of item IDs for it and shit. Stock EQEmu will never support it given how hacky it is.
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  #5  
Old 11-26-2020, 03:23 AM
Bytebait
Sarnak
 
Join Date: Oct 2014
Location: Colorado
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Quote:
Originally Posted by ChaosSlayerZ View Post
As far as I know - NO. This because unlike say EQ2, Diablo or WoW, item in EQ is "a projection" of a single base item, rather than individual item of its own. In other words it is always an exact copy of what is entered in DB and cannot have its own individual properties - like durability.

Your best bet is to go with pre-inserted augment that cannot be removed which will be selected by script from a list of available variations...
That's a clever idea!
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  #6  
Old 11-26-2020, 03:29 AM
Bytebait
Sarnak
 
Join Date: Oct 2014
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Quote:
Originally Posted by demonstar55 View Post
Theoretically you could hack up a system that could do this ... but you need to reserve a bunch of item IDs for it and shit. Stock EQEmu will never support it given how hacky it is.
Yeah. I wasn't sure if I could randomly create an item in the DB on the NPC's death with the ID of a certain range. then maybe once a night run an outside script that removes all items in that range that aren't equipped, banked, bagged from the database.
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  #7  
Old 12-01-2020, 10:08 PM
Randymarsh9
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I'd go with the hidden augment approach. You can make the aug slot invisible, so to a user, it will appear like the item just has random stats added.
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