Posts by Spun Ducky
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Yes this is exactly how it works, the same with customised weapons.
What if this was done on an alternate account? Never tested but there is an item or two I would have always liked to transfer.
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Is it possible to have a counter for locked chests in an area? We do have a counter for Foes so why not have a counter for chests? I am not into coding or some sort of high level IT so i don't even know how TB knows the number of Foes in an area.
It iterates through the array of agents while checking for a few flags that determine they are an enemy which is constrained by compass range generally, Although based on some data that can be captured outside compass range it may be possible to look further. If you mean the vanquish count that is a separate piece of data. You could have a counter for locked chests at least based on compass range but I am unsure at this point how far out the map data extends passed compass range that the client receives. So it is a maybe if it would be far reaching enough to be of any use. I am leaning towards a no to just load a map and scan the entire thing for chest entries except maybe on small maps like ice dome or Tasca's potentially.
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I think the foes are generated but only 'on paper', i.e. they only start becoming graphical and active when you get into compass range. The exception may be certain boss patrol groups, I never looked into those (.e.g. hydra in desert, koren in drakkar). Whether chests are also generated upon area entry, I can't think of any way to test that, nor of any way to make use of the answer.
The only object apart from live foes that I have seen with a chest is the corpse of brave brent poltroon. He might be one of those weird objects that fall into multiple classes partially, including foe? There are other examples, like npcs being affected by "fall back" but not heal area... So I think foes are still the only object that have a chance to spawn locked chests.
Something interesting I came across looking into when things spawn came from toolbox. An enemy, npc, player, etc are lumped together as a general Agent type. There is of course a data structure to hold lists of these on the game client. It seems there is also an array of agents for the map that extends outside the rendered and compass range. It seems to have limited information compared to the stock one and is largely unexplored but I think that could help lead to some answers on when chests spawn.
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Two areas you can really see some odd chest behavior is that of FoW/UW. I noticed sometimes chests are just plain there, other times you have to at least aggro the mob(s) and other times you have to actually kill a mob to spawn the chest. The mob death is easy to see in GoK for a chest spawn fairly often. I also anecdotally noticed that it seems the order in which you bring mobs into view has a feel that it adjusts the chest spawns.
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Guys.. It finally happened!
If you know me, you know I constantly hunt q8 ins weapons. I have been for over a year and a half. Countless rare shields, tons of duplicate focuses and 1 q8 purple max sword... UNTIL TODAY.
Literally yelled at my monitor like it just coughed on me out in public.
Disbelief is not even a strong enough word for how I am feeling.
I think that makes number 3 or 4 known total in game. The original 2 I am not sure are even still in play at this point that coast and someone else had.
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350e q8 hammer
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Retract.
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Retract.
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Retract.
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Retract.
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Looks wise when they are together this is probably one of my favorite sets.
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75a eternal
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Req. 12 Tactics Bladed Shield
-3 while Hexed
Illusion +1 (20%)
20e on this one.
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2a
IGN: Melandrus Essence
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B/O #1
IGN: Melandrus Essence
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