04-20-2010, 02:32 PM
Promoe Wrote:That could've been useful, but wouldn't help to avoid Injection autoloot. Once you added treasure gem players will get it's ID and will be able to autoloot it on next MB. So changing it is best we came up with.
Of course system that would reward you with treasure gems based on damage you/your summons dealt to the mob would be better, but we need someone to script it for us
Yeah, randomizing the itemid of the gem is a nice way of avoiding autoloot, but what I'm shooting for is a way to add items to it via spawner.
When I made my monster bashes and the Tomb of Kings, I had the loot be added automatically with the spawner. I like to spend extra time making the spawner, then just have to press a button to start it.
![Tongue Tongue](https://in-uo.net/forums/images/smilies/tongue.png)
As of now, I put all the items in super-easily lock-picked wooden/metal boxes since I can add that via spawner.
An example:
1: Monster
2: SETONSPAWN,1/ADD/<RandomLootGem/ADD/Gold,1000>
That way it'd spawn a random loot gem with 1000 gold in it. Right now you can do something like:
1: Monster
2: SETONSPAWN,1/ADD/<randomlootgem>
3: SETONSPAWN,2/TreasureItem/GETONSPAWN,2,Serial
That will spawn the gem, then spawn the gold, then set the gold as the treasure item. It works, but you can only do that once. If you tell it to do it multiple times, it bugs out and can crash the shard. I'd have to use 2 lines of spawner for each item I wanted to add and some of my monster bashes are already 3+ pages of spawner code. :<