Changes for page Item Acquisition
Last modified by Alexandros Mloukie on 2026/01/12 19:51
From version 15.1
edited by Alexandros Mloukie
on 2025/12/12 09:26
on 2025/12/12 09:26
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To version 7.2
edited by Alexandros Mloukie
on 2025/12/11 20:58
on 2025/12/11 20:58
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... ... @@ -1,3 +1,7 @@ 1 +{{toc/}} 2 + 3 +---- 4 + 1 1 = 0 - Introduction = 2 2 3 3 This document defines the sources of items within the game, as well as their respective methods of acquisition. It outlines: ... ... @@ -107,10 +107,10 @@ 107 107 This struct forms the basis of the loot entries used in the Loot Data Table. 108 108 109 109 (% class="table-bordered" %) 110 -(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 326px;" %)Type|=(% style="width:650px;" %)Details111 -|(% style="width:187px" %)Item|(% style="width: 326px" %){{info}}Data Table Row Handle- Items{{/info}}|(% style="width:650px" %)The entry of the item from the Items Data Table.112 -|(% style="width:187px" %)MinAmount|(% style="width: 326px" %){{success}}Integer{{/success}}|(% style="width:650px" %)The minimum amount of the item that can be acquired from this looting.113 -|(% style="width:187px" %)MaxAmount|(% style="width: 326px" %){{success}}Integer{{/success}}|(% style="width:650px" %)The maximum amount of the item that can be acquired from this looting.114 +(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 254px;" %)Type|=(% style="width: 722px;" %)Details 115 +|(% style="width:187px" %)Item|(% style="width:254px" %){{info}}Data Table Row Handle{{/info}}|(% style="width:722px" %)The entry of the item from the Items Data Table. 116 +|(% style="width:187px" %)MinAmount|(% style="width:254px" %){{success}}Integer{{/success}}|(% style="width:722px" %)The minimum amount of the item that can be acquired from this looting. 117 +|(% style="width:187px" %)MaxAmount|(% style="width:254px" %){{success}}Integer{{/success}}|(% style="width:722px" %)The maximum amount of the item that can be acquired from this looting. 114 114 115 115 === 2.1.2 - Loot Entry Struct === 116 116 ... ... @@ -117,39 +117,7 @@ 117 117 This is the struct that is used to form the Loot Data Table 118 118 119 119 (% class="table-bordered" %) 120 -(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 326px;" %)Type|=(% style="width:650px;" %)Details121 -|(% style="width:187px" %)LootElements|(% style="width: 326px" %){{info}}Data Table Row Handle- Loot Element{{/info}} [ Array ]|(% style="width:650px" %)An array of all items with their min-max values that can be acquired by looting.124 +(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 253px;" %)Type|=(% style="width: 723px;" %)Details 125 +|(% style="width:187px" %)LootElements|(% style="width:253px" %){{info}}Data Table Row Handle{{/info}} [ Array ]|(% style="width:723px" %)An array of all items with their min-max values that can be acquired by looting. 122 122 123 -When used as the struct basis for the Loot Data Table, here is an example entry (the items and name used are examples only): 124 - 125 -(% class="table-bordered" %) 126 -(% class="active" %)|=(% style="width: 187px;" %)Row Name|=(% style="width: 975px;" %)Loot Entry Data 127 -|(% style="width:187px" %)(% class="box errormessage" %) 128 -((( 129 -FireAnt 130 -)))|(% style="width:975px" %)((( 131 -(% class="box infomessage" %) 132 -((( 133 -[ ~{~{DT_Items, FireStone}, 2, 4}, ~{~{DT_Items, ObsidianShard}, 0, 1} ] 134 -))) 135 -))) 136 - 137 -== 2.2 Replenishable Source Component == 138 - 139 -This component is responsible for handling the functionality used by the forageable actors, as well as mineral growths. 140 - 141 -(% class="table-bordered" %) 142 -(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 324px;" %)Type|=(% style="width: 652px;" %)Details 143 -|(% style="width:187px" %)GrowthMesh|(% style="width:324px" %){{info}}Mesh{{/info}}|(% style="width:652px" %)The mesh used for the forageable/minable part of the actor. 144 -|(% style="width:187px" %)TimerMax|(% style="width:324px" %){{success}}Float{{/success}}|(% style="width:652px" %)The maximum amount of time it takes for the growths to regrow. 145 -|(% style="width:187px" %)TimerHandle|(% style="width:324px" %){{info}}Timer Handle{{/info}}|(% style="width:652px" %)The handle for the regrowth timer. 146 -|(% style="width:187px" %)Loot|(% style="width:324px" %){{info}}Data Table Row Handle - Loot Data Table{{/info}}|(% style="width:652px" %)The Loot Data Table entry used for deciding on the drops. 147 - 148 - The difference between forageable actors and mineral growths is in how the component gets utilized. Forageable actors are coded to make interactions with the actor trigger the component's functionality, while mineral growths trigger it when the health of the growth reaches 0 instead. 149 - 150 -== 2.3 Mineral Deposit Actor == 151 - 152 -(% class="table-bordered" %) 153 -(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 324px;" %)Type|=(% style="width: 652px;" %)Details 154 -|(% style="width:187px" %)Health|(% style="width:324px" %){{success}}Float{{/success}}|(% style="width:652px" %)The health of the deposit actor. Once it reaches 0, the items are awarded. 155 -|(% style="width:187px" %)Loot|(% style="width:324px" %){{info}}Data Table Row Handle - Loot Data Table{{/info}}|(% style="width:652px" %)The Loot Data Table entry used for deciding on the drops. 127 +