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This is just an easy way to create loots with a dialog interface.
The loot dialog pops up when you try to gather the chest (so I'm sure you do have at least one free slot, and you won't be disturbed during a fight).
Then, you chose an item. As long as there is any item remaining and you do have a free slot, it'll ask you again if you want a new item until you click cancel.
If there is no item remaining, the chest is destroyed and the memory cleaned.
I'm sorry, but I didn't tested it multiplayer. I can just say that it works nice (for me) solo and SHOULD works multiplayer. If you have a issue using, please report me.
You can specify for each loot the item to be used as a chest and the title to display, so you can have a different skin for special loots.
A tiny useless doc (because the sample is enough)
0.2
modified the system, so you can specify unlootable items for some players
you'll be also able to gather tomes even if your inventory is full
0.1a
added a second loot sample. no change on the system
0.1
first release
Keywords:
loot, dialog, inteface, system, loot system
22:37, 2nd Jan 2010
TriggerHappy:
Make the debug message appear in debug mode only.
Instead of creating an item every time, reuse a global one.
Make showing errors configurable.
Don't use locations.
Make the debug message appear in debug mode only.
Instead of creating an item every time, reuse a global one.
Make showing errors configurable.
Don't use locations.
I don't really see the utility of a take all button. If anyone does have any other suggestion on how to let it be easier to use, because I don't know what to add in a future version...
The system is working with the 1.24 patch, but I will soon post an update using the hashtable and GetHandleId to let it work faster and avoid straight searches.
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