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[3.3.5) Dire Maul Tribute Conditions #24115
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Ref #6429 |
are different loot groups actually working? |
How exactly do different loot modes work because one thing is the existing four gameobject loot entries to same reference loot entry have different loot modes set all get added regardless though |
Hm okay so Every chest must have different loot |
Based on that fact, it does not seem to be a practical idea to use reference loot tables for those chests. |
and been since you dont have to leave all bosses alive but the more you leave alive the more loot you get from tribute chest we need to somehow set lootmode on chest before its created by spell depending on how many bosses are left alive. |
cannot ee do sth like that: assign reference_loot for all bosses to the chest. with boss stuff you added above: and them add conditions to the loot of the chest
you wrote that condition check get's ignored - so sth with the conditionmgr is wrong? |
Well condition was not working with reference loot and that previous post on issue about that loot should be different depending on how many bosses killed so we need something to count how many are still alive and set loot mode when object is created |
Maybe conditionmgr does not support that source type with that condition type can’t think of anywhere else where that condition used with boss state to set different loot loot mode always used |
These were conditions I tried and tried both with item numbers from loot template and reference loot entries but regardless of condition all items still dropped
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so maybe that part of code does not incude the source (player) so there is no check that the player in the instance has condMeets fulfilled or wait: what if we check for closest creature? CONDITION_NEAR_CREATURE |
Conditions for for the 3.3.5 script i writ some time ago so option to spawn tribute chest is only shown if at least one boss has been skipped the more bosses you leave alive the more loot is meant to drop however at this moment I cant get Gameobject Loot condition source type to work with the boss state condition, the gameobject loot entry contains 4 entries to same reference loot template and tried conditioning but seems conditions for loot get ignored
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