It appears to function differently from what I've seen. It doesn't even BEGIN to spin up until 15 minutes have passed. You get 0 xp until then.Thothie said:He shouldn't give *no* XP, but the longer it takes to get to him, the more XP he'll give (think it maxes out after 15 minutes or so.)
Thothie said:Zeus did something that fixed this, apparently, but neglected to post it. (Might be something silly like not patched proper, IDK.)
Doubt I can duplicate, but I can try copying your FN characters to one of mine and see what happens, if you provide Steam ID.
Thothie said:Still can't duplicate that, even the few times I tried on-line...
#scope server
{
const CHEST_SELF_ADJ 1
const BC_SPRITE_IN 1
setvar BC_ARTIFACTS "<arfifact_item_script>;<arfifact_item_script>;<arfifact_item_script>;<arfifact_item_script>;<arfifact_item_script>;<arfifact_item_script>;<arfifact_item_script>" //swap with newer, if available
const BC_ARTIFACTS_STRONGEST 1
const BC_ARTIFACTS_SINGLE 1
const HAS_ARTIFACT 1
const BS_DEF_NAME "Prismatic Chest"
const BS_DEF_NAME_PREFIX a
const BC_GLOWSHELL 1
const BC_GLOWSHELL_COLOR (255,255,255)
}
#include chests/base_treasurechest_array
{ treasure_spawn
setmonsterclip 0
}
{ chest_additems
local L_GOLD_TO_ADD $get(CHEST_USER,scriptvar,'PLR_TOTAL_DMG')
multiply L_GOLD_TO_ADD 10
if ( game.central ) multiply L_GOLD_TO_ADD game.playersnb
dbg rand_self_adj gold: $int(L_GOLD_TO_ADD)
callevent add_gold $int(L_GOLD_TO_ADD)
}
{ chest_add_quality_items
if ( HAS_ARTIFACT )
{
local L_NPLAYERS game.playersnb
if ( $rand(1,16) <= L_NPLAYERS ) callevent add_artifact 100%
}
local L_EPIC_ITEM_CHANCE CHEST_AVG_LEVELS
multiply L_EPIC_ITEM_CHANCE 20
callevent add_epic_item L_EPIC_ITEM_CHANCE
addstoreitem STORENAME item_crystal_reloc 1 0
addstoreitem STORENAME item_crystal_return 1 0
addstoreitem STORENAME mana_speed 1 0
if ( $rand(4,10) <= CHEST_AVG_LEVELS ) addstoreitem STORENAME mana_font 1 0
calleventloop $int(CHEST_AVG_LEVELS) add_items_self_adj
}
{ add_items_self_adj
dbg add_items_self_adj CHEST_AVG_LEVELS
if ( CHEST_AVG_LEVELS < 2 )
{
callevent add_great_arrows 50%
callevent add_great_pot 50%
callevent add_great_item 50%
}
if ( CHEST_AVG_LEVELS >= 2 )
{
if CHEST_AVG_LEVELS < 3
callevent add_great_arrows 100%
callevent add_great_pot 50%
callevent add_great_item 75%
callevent add_epic_item 25%
}
if ( CHEST_AVG_LEVELS >= 3 )
{
if CHEST_AVG_LEVELS < 4
callevent add_great_arrows 100%
callevent add_great_pot 50%
callevent add_great_item 100%
callevent add_epic_item 50%
callevent add_epic_arrows 25%
callevent add_epic_pot 25%
}
if ( CHEST_AVG_LEVELS >= 4 )
{
if CHEST_AVG_LEVELS < 5
callevent add_great_arrows 100%
callevent add_great_pot 75%
callevent add_great_item 100%
callevent add_epic_item 50%
callevent add_epic_arrows 50%
callevent add_epic_pot 25%
}
if ( CHEST_AVG_LEVELS >= 5 )
{
callevent add_great_arrows 100%
callevent add_great_pot 100%
callevent add_great_item 100%
callevent add_epic_item 75%
callevent add_epic_arrows 75%
callevent add_epic_pot 75%
}
}
{ add_artifact //[%chance] - select a random artifact from BC_ARTIFACTS token list
dbg add_artifact PARAM1 - entered
if !BC_GAVE_ARTIFACT
if $get_token_amt(BC_FARTIFACTS) >= 1
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local A_ROLL 100
local A_RAND $rand(1,100)
subtract A_ROLL A_RAND
if A_ROLL < PARAM1
if ( BC_ARTIFACTS_STRONGEST )
{
callevent find_strongest_player_reset
if ( CHEST_USER isnot BC_STRONGEST_PLAYER ) local EXIT_SUB 1
}
if !EXIT_SUB
if ( BC_ARTIFACTS_SINGLE ) setvard BC_GAVE_ARTIFACT 1
local BC_NARTIFACTS $get_token_amt(BC_FARTIFACTS)
subtract BC_NARTIFACTS 1
local BC_RND_ARTIFACT_IDX $rand(0,BC_NARTIFACTS)
local BC_RND_ARTIFACT $get_token(BC_FARTIFACTS,BC_RND_ARTIFACT_IDX)
if ( BC_ARTIFACTS_ONE_OF_EACH ) token.del BC_FARTIFACTS BC_RND_ARTIFACT_IDX //only offer 1 of each artifact (BC_ARTIFACTS must be a var)
if BC_RND_ARTIFACT isnot none
addstoreitem STORENAME BC_RND_ARTIFACT 1 0
dbg add_artifact gave BC_RND_ARTIFACT
}
[...]
{ [server] add_noob_pot //PARAM1 = chance%
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local ROLL 100
local A_RAND $rand(1,100)
subtract ROLL A_RAND
if ROLL < PARAM1
local N_ITEMS $get_token_amt(G_NOOB_POTS)
subtract N_ITEMS 1
local R_ITEM $rand(0,N_ITEMS)
local P_ITEM $get_token(G_NOOB_POTS,R_ITEM)
addstoreitem STORENAME P_ITEM 1 0
dbg add_noob_pot P_ITEM
}
{ [server] add_good_pot //PARAM1 = chance%
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local ROLL 100
local A_RAND $rand(1,100)
subtract ROLL A_RAND
if ROLL < PARAM1
local N_ITEMS $get_token_amt(G_GOOD_POTS)
subtract N_ITEMS 1
local R_ITEM $rand(0,N_ITEMS)
local P_ITEM $get_token(G_GOOD_POTS,R_ITEM)
addstoreitem STORENAME P_ITEM 1 0
dbg add_good_pot P_ITEM
}
{ [server] add_great_pot //PARAM1 = chance%
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local ROLL 100
local A_RAND $rand(1,100)
subtract ROLL A_RAND
if ROLL < PARAM1
local N_ITEMS $get_token_amt(G_GREAT_POTS)
subtract N_ITEMS 1
local R_ITEM $rand(0,N_ITEMS)
local P_ITEM $get_token(G_GREAT_POTS,R_ITEM)
addstoreitem STORENAME P_ITEM 1 0
dbg add_great_pot P_ITEM
}
{ [server] add_epic_pot //PARAM1 = chance%
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local ROLL 100
local A_RAND $rand(1,100)
subtract ROLL A_RAND
if ROLL < PARAM1
local N_ITEMS $get_token_amt(G_EPIC_POTS)
subtract N_ITEMS 1
local R_ITEM $rand(0,N_ITEMS)
local P_ITEM $get_token(G_EPIC_POTS,R_ITEM)
addstoreitem STORENAME P_ITEM 1 0
dbg add_epic_pot P_ITEM
}
{ [server] add_noob_item //PARAM1 = chance%
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local L_ROLL 100
local A_RAND $rand(1,100)
subtract L_ROLL A_RAND
//dbg add_noob_item ROLL vs PARAM1
if L_ROLL < PARAM1
local RND_LIST $rand(1,G_NOOB_SETS)
if ( RND_LIST == 1 ) local ITEM_LIST G_NOOB_ITEMS1
if ( RND_LIST == 2 ) local ITEM_LIST G_NOOB_ITEMS2
if ( RND_LIST == 3 ) local ITEM_LIST G_NOOB_ITEMS3
if ( RND_LIST == 4 ) local ITEM_LIST G_NOOB_ITEMS4
if ( RND_LIST == 5 ) local ITEM_LIST G_NOOB_ITEMS5
if ( RND_LIST == 6 ) local ITEM_LIST G_NOOB_ITEMS6
if ( RND_LIST == 7 ) local ITEM_LIST G_NOOB_ITEMS7
if ( RND_LIST == 8 ) local ITEM_LIST G_NOOB_ITEMS8
if ( RND_LIST == 9 ) local ITEM_LIST G_NOOB_ITEMS9
local N_ITEMS $get_token_amt(ITEM_LIST)
subtract N_ITEMS 1
local R_ITEM $rand(0,N_ITEMS)
local P_ITEM $get_token(ITEM_LIST,R_ITEM)
//dbg selected P_ITEM of ( RND_LIST ) ITEM_LIST
addstoreitem STORENAME P_ITEM 1 0
}
{ [server] add_good_item //PARAM1=chance% PARAM2=hpreq
if $get(CHEST_USER,maxhp) > PARAM2
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local L_ROLL 100
local A_RAND $rand(1,100)
subtract L_ROLL A_RAND
//dbg add_good_item ROLL vs PARAM1
if L_ROLL < PARAM1
local RND_LIST $rand(1,G_GOOD_SETS)
if ( RND_LIST == 1 ) local ITEM_LIST G_GOOD_ITEMS1
if ( RND_LIST == 2 ) local ITEM_LIST G_GOOD_ITEMS2
if ( RND_LIST == 3 ) local ITEM_LIST G_GOOD_ITEMS3
if ( RND_LIST == 4 ) local ITEM_LIST G_GOOD_ITEMS4
if ( RND_LIST == 5 ) local ITEM_LIST G_GOOD_ITEMS5
if ( RND_LIST == 6 ) local ITEM_LIST G_GOOD_ITEMS6
if ( RND_LIST == 7 ) local ITEM_LIST G_GOOD_ITEMS7
if ( RND_LIST == 8 ) local ITEM_LIST G_GOOD_ITEMS8
if ( RND_LIST == 9 ) local ITEM_LIST G_GOOD_ITEMS9
local N_ITEMS $get_token_amt(ITEM_LIST)
subtract N_ITEMS 1
local R_ITEM $rand(0,N_ITEMS)
local P_ITEM $get_token(ITEM_LIST,R_ITEM)
//dbg selected P_ITEM of ( RND_LIST ) ITEM_LIST
addstoreitem STORENAME P_ITEM 1 0
}
{ [server] add_great_item //PARAM1=chance% PARAM2=hpreq
if $get(CHEST_USER,maxhp) > PARAM2
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local L_ROLL 100
local A_RAND $rand(1,100)
subtract L_ROLL A_RAND
//dbg add_great_item ROLL vs PARAM1
if L_ROLL < PARAM1
local RND_LIST $rand(1,G_GREAT_SETS)
if ( RND_LIST == 1 ) local ITEM_LIST G_GREAT_ITEMS1
if ( RND_LIST == 2 ) local ITEM_LIST G_GREAT_ITEMS2
if ( RND_LIST == 3 ) local ITEM_LIST G_GREAT_ITEMS3
if ( RND_LIST == 4 ) local ITEM_LIST G_GREAT_ITEMS4
if ( RND_LIST == 5 ) local ITEM_LIST G_GREAT_ITEMS5
if ( RND_LIST == 6 ) local ITEM_LIST G_GREAT_ITEMS6
if ( RND_LIST == 7 ) local ITEM_LIST G_GREAT_ITEMS7
if ( RND_LIST == 8 ) local ITEM_LIST G_GREAT_ITEMS8
if ( RND_LIST == 9 ) local ITEM_LIST G_GREAT_ITEMS9
local N_ITEMS $get_token_amt(ITEM_LIST)
subtract N_ITEMS 1
local R_ITEM $rand(0,N_ITEMS)
local P_ITEM $get_token(ITEM_LIST,R_ITEM)
//dbg selected P_ITEM of ( RND_LIST ) ITEM_LIST
addstoreitem STORENAME P_ITEM 1 0
}
{ [server] add_epic_item //PARAM1=chance% PARAM2=hpreq
dbg add_epic_item ch PARAM1 hp $get(CHEST_USER,maxhp) vs PARAM2
if $get(CHEST_USER,maxhp) > PARAM2
if ( PARAM1 startswith 'PARAM' ) local PARAM1 100
local L_ROLL 100
local A_RAND $rand(1,100)
subtract L_ROLL A_RAND
//dbg add_epic_item ROLL vs PARAM1
if L_ROLL < PARAM1
local N_EPICS $g_get_array_amt(G_ARRAY_EPIC)
subtract N_EPICS 1
local RND_PICK $rand(0,N_EPICS)
local RND_ITEM $g_get_array(G_ARRAY_EPIC,RND_PICK)
dbg add_epic_item RND_ITEM of N_EPICS
addstoreitem STORENAME RND_ITEM 1 0
//if ( G_DEVELOPER_MODE ) saytext RND_ITEM
// old method
// local RND_LIST $rand(1,G_EPIC_SETS)
// if ( RND_LIST == 1 ) local ITEM_LIST G_EPIC_ITEMS1
// if ( RND_LIST == 2 ) local ITEM_LIST G_EPIC_ITEMS2
// if ( RND_LIST == 3 ) local ITEM_LIST G_EPIC_ITEMS3
// if ( RND_LIST == 4 ) local ITEM_LIST G_EPIC_ITEMS4
// if ( RND_LIST == 5 ) local ITEM_LIST G_EPIC_ITEMS5
// if ( RND_LIST == 6 ) local ITEM_LIST G_EPIC_ITEMS6
// if ( RND_LIST == 7 ) local ITEM_LIST G_EPIC_ITEMS7
// if ( RND_LIST == 8 ) local ITEM_LIST G_EPIC_ITEMS8
// if ( RND_LIST == 9 ) local ITEM_LIST G_EPIC_ITEMS9
// local N_ITEMS $get_token_amt(ITEM_LIST)
// subtract N_ITEMS 1
// local R_ITEM $rand(0,N_ITEMS)
// local P_ITEM $get_token(ITEM_LIST,R_ITEM)
// //dbg selected P_ITEM of ( RND_LIST ) ITEM_LIST
// addstoreitem STORENAME P_ITEM 1 0
}
{ [server] add_noob_arrows //[amt] - Amount must be divisible by 15!
local ARROW_LIST G_NOOB_ARROWS
local BUNDLE_SIZE PARAM1
if ( BUNDLE_SIZE startswith 'PARAM' ) local BUNDLE_SIZE 15
if ( BUNDLE_SIZE contains % )
{
if ( $rand(1,100) > BUNDLE_SIZE )
{
exitevent
}
else
{
local BUNDLE_SIZE 30
}
}
local N_ARROW_NAMES $get_token_amt(ARROW_LIST)
subtract N_ARROW_NAMES 1
local ARROW_NAME $get_token(ARROW_LIST,$rand(0,N_ARROW_NAMES))
addstoreitem STORENAME ARROW_NAME BUNDLE_SIZE 0 0 BUNDLE_SIZE
//dbg add_noob_arrows ARROW_NAME BUNDLE_SIZE
}
{ [server] add_good_arrows //[amt] - Amount must be divisible by 15!
local ARROW_LIST G_GOOD_ARROWS
local BUNDLE_SIZE PARAM1
if ( BUNDLE_SIZE startswith 'PARAM' ) local BUNDLE_SIZE 15
if ( BUNDLE_SIZE contains % )
{
if ( $rand(1,100) > BUNDLE_SIZE )
{
exitevent
}
else
{
local BUNDLE_SIZE 30
}
}
local N_ARROW_NAMES $get_token_amt(ARROW_LIST)
subtract N_ARROW_NAMES 1
local ARROW_NAME $get_token(ARROW_LIST,$rand(0,N_ARROW_NAMES))
if ( ARROW_NAME contains proj_bolt ) local BUNDLE_SIZE 25
addstoreitem STORENAME ARROW_NAME BUNDLE_SIZE 0 0 BUNDLE_SIZE
//dbg add_good_arrows ARROW_NAME BUNDLE_SIZE
}
{ [server] add_great_arrows //[amt] - Amount must be divisible by 15!
local ARROW_LIST G_GREAT_ARROWS
local BUNDLE_SIZE PARAM1
if ( BUNDLE_SIZE startswith 'PARAM' ) local BUNDLE_SIZE 15
if ( BUNDLE_SIZE contains % )
{
if ( $rand(1,100) > BUNDLE_SIZE )
{
exitevent
}
else
{
local BUNDLE_SIZE 30
}
}
local N_ARROW_NAMES $get_token_amt(ARROW_LIST)
subtract N_ARROW_NAMES 1
local ARROW_NAME $get_token(ARROW_LIST,$rand(0,N_ARROW_NAMES))
if ( ARROW_NAME contains proj_bolt ) local BUNDLE_SIZE 25
addstoreitem STORENAME ARROW_NAME BUNDLE_SIZE 0 0 BUNDLE_SIZE
//dbg add_great_arrows ARROW_NAME BUNDLE_SIZE
}
{ [server] add_epic_arrows //[amt] - Amount must be divisible by 15!
local ARROW_LIST G_EPIC_ARROWS
local BUNDLE_SIZE PARAM1
if ( BUNDLE_SIZE startswith 'PARAM' ) local BUNDLE_SIZE 15
if ( BUNDLE_SIZE contains % )
{
if ( $rand(1,100) > BUNDLE_SIZE )
{
exitevent
}
else
{
local BUNDLE_SIZE 30
}
}
local N_ARROW_NAMES $get_token_amt(ARROW_LIST)
subtract N_ARROW_NAMES 1
local ARROW_NAME $get_token(ARROW_LIST,$rand(0,N_ARROW_NAMES))
if ( ARROW_NAME contains proj_bolt ) local BUNDLE_SIZE 25
addstoreitem STORENAME ARROW_NAME BUNDLE_SIZE 0 0 BUNDLE_SIZE
//dbg add_epic_arrows ARROW_NAME BUNDLE_SIZE
}
add_epic_item % chooses items from the random epic list, there's around 50 items on it. add_artifact % is the one where it chooses from the unique list, which has 2-3 unique items, some of which repeat to alter the odds. Either can be gotten solo, just the odds improve with more players and higher difficulty tiers.Meru said:I would like to know if I understand the script correctly. Is an epic item = artifact?
Or is it higher and not depending on the scaling level in the chests?
If an epic item is could be one of the new items it would be possible to farm it solo if I get a level 3 chest, what I get in my case?
Or maybe this is not possible to spawn if you play solo?
The rarity is fine if it is hard to get that keeps the time longer you have a goal to play the game.
I just like to know what is needed to get a new item, so I dont waste time because I have no chance to get anyways.
Thothie said:Either can be gotten solo, just the odds improve with more players and higher difficulty tiers.
Thothie said:Try right clicking on it and Run as Administrator? (Meh, I should make a Win 10 boot, but I already have three OS's on this damn system...)
A rar file of all that would be over 2GB, so it'd be hard, dunno if someone could pull it off and get it to download reliably. (Probably would have to chop it into bits.)
SilentDeath said:The installer worked fine on my computer running Windows 10.