Loot defines level-based loot tables of items, equipment and other content.
Loot #
Loot defines a set of loot tables, filled with inventory content that can be gained by them. Loot is set up in Combatants > Loot.
The Use Loot Table setting lets you define which loot table(s) will be used:
- First
Uses the first valid loot table (i.e. level/chance/condition checks). - All
Uses all valid loot tables. - Random
Uses a random valid loot table.
Loot Tables #
Loot tables are defind for an optional level check (e.g. level 1-10, below 20 or above 30, etc.) – either the first found or all matching loot tables will be used.
A loot setup defines two loot tables: Table 1 for level 1-10, table 2 for level 11 and higher.
The player kills a level 10 enemy, table 1 is used.
The player kills a level 11 enemy, table 2 is used.
Level Check Settings #
The level check settings define if and which level will be checked. You can check the combatant’s base or class level.
The check itself is a regular value check setup, e.g. using Range Inclusive to check for the level being between 2 defined values (including those values), or Is Less Equal to check for a level being 10 and below, etc.
You can either check the combatant being looted (e.g. dead enemy) or the combatant looting (e.g. the player). Which combatants that are depend on where the loot table is used. E.g. used for a combatant’s loot (i.e. the battle gains the player will get) it’ll use the killed combatant’s (looted) or the player (looting). When used in other parts, e.g. Item Collector components it usually uses the player.
Chance #
Optionally use a chance check to determine if the loot table will be used at all.
Individual items added to the loot table have their own chance check (only used if the loot table is used based on level check, chance and conditions).
Conditions #
A loot table being available can depend on defined conditions.
E.g. checking the combatant’s status, variables or game states.
Set After Drop #
Optionally change variables when a loot table was used.
E.g. use this to have a special loot drop only appear once by changing a variable that’s also used as a condition.
Loot #
Add the content the loot table will contain. Loot tables can drop:
- currencies
- items
- equipment
- crafting recipes
- AI behaviours
- AI rulesets
- combatants
- loot based on item type
Individual items can use a chance check to determine if they’re dropped or not.
Additionally, loot can also be replaced by content of another loot setup. This can either happen automatically (i.e. if the player already has the content in inventory) or based on defined conditions.
The loot table can also either drop all of the defined items or a random one of the items. If using a random drop, if the item’s chance fails, nothing will be dropped.
Using Loot #
Loot can be used for more than just item drops from enemies.
Item Collectors #
Item Collector components used as item boxes can optionally use loot to fill the box.
This’ll use the player’s level for the level range checks.
Combatants #
Combatants can use loot to fill their start inventory and define their battle drops when they’re killed by the player.
This’ll use the combatant itself for the level range checks.
Schematics #
Schematics can use loot for different purposes, e.g. adding additional battle gains (Add Loot node), adding new content to a stored shop (Add To Shop node) or storing loot in selected data (Select Loot node).
Shops #
Shops can use loot to define their stock.