To configure how gold is displayed in the Loot List or Visual Drop:
- Go to Plugin Parameters β Gold Item
- Set up the gold representation item here.
- Go to Plugin Parameters β Loot Window
- Set to
TRUE
to enable the Loot List system.
- Add the comment:
lootList
- Use regular event commands to give items (e.g., Change Items, Weapons, Gold)
- Add the comment:
/lootList
- The loot window will appear at the
/lootList
comment, displaying all items added in step 2.
-
Change header text:
LL_setHeaderText("Your Header Text");
Supports control characters like
\C
,\V
, etc. -
Set header image:
LL_setHeaderImage("imageName", X, Y);
- Image must be located in
img/pExtendedLoot
X
,Y
: position offsets relative to the loot window
- Image must be located in
π‘ PRO Version: Offers extended Loot Window customization options via plugin parameters.
- Go to Plugin Parameters β Pop-Up's
- Set to
TRUE
to enable item pop-ups.
- Automatically displays a pop-up when the player receives an item.
VPU_setShouldShow(false); // Disable pop-ups
VPU_setShouldShow(true); // Enable again
π‘ PRO Version: Allows customization of pop-up behavior through plugin parameters.
EL_ClearAllScreenPopUps();
EL_ShowScreenPopUpForItem(item, count, [color]);
item
: Game Item object (e.g.,$dataItems[7]
)count
: Quantitycolor
: Optional hex color ('#ffffff'
)
Example:
EL_ShowScreenPopUpForItem($dataItems[7], 1, '#ffffff');
EL_ShowScreenPopUpCustom(iconIndex, text, count, color);
Example:
EL_ShowScreenPopUpCustom(44, 'Quest Updated', 0, '#ff88ff');
- Go to Plugin Parameters β Visual Drop
- Set to
TRUE
to enable visual item drops.
- When using event commands like Change Item, the items visually drop from the event location.
- Some items are auto-picked up (customizable radius in plugin parameters).
- Others require a mouse click or touch to pick up.
VD_setShouldDrop(false); // Disable visual drops
VD_setShouldDrop(true); // Enable again
-
Prevent auto-pickup for an item:
<noAutoLoot>
-
Assign a drop sound to an item:
<lootDropSound:SoundName>
Replace
SoundName
with the name of the SE file. -
Assign a pickup sound to an item:
<lootPickUpSound:SoundName>
Replace
SoundName
with the name of the SE file.
π‘ PRO Version: Enables more customization of visual drop behavior via plugin parameters.
- Go to "Plugin Parameters β Visual Drop -> Highlight Key"
- Set the key to highlight the names of the items that are dropped visually.
- Go to "Plugin Parameters β Visual Drop -> Pick Up Key"
- Set the key to pick up items around the player.
- You can also set the pickup radius in the plugin parameters (see
Pick Up Radius
below orPick Up Radius (Variable ID)
).
Place these above the Change Item
event command:
-
Fixed Chance:
chance:50 // 50% chance
-
Switch-Based Chance:
chance:3|S // 100% if switch #3 is ON
-
Variable-Based Chance:
chance:12|V // Uses value from variable #12 as percent
-
Check if drop succeeded:
CH_IsGood(); // Returns true if drop succeeded
-
Basic syntax:
add:Z:X:Y
Z
:item
,weapon
,armor
ori
,w
,a
X
: ID (orX|V
for variable)Y
: Count (orY|V
for variable)
Examples:
add:armor:2:1 add:w:100|V:1
-
Give one random from a list:
add:Z:[X, X, ...]:Y
Examples:
add:w:[1, 2, 3, 4]:1 add:item:[1, 100|V]:8|V
-
Add item with inline chance:
add:Z:X:Y:withChance:C
C
: chance value, orC|V
(variable), orC|S
(switch)
Examples:
add:item:2:1:withChance:50 add:weapon:[1, 2, 3]:2:withChance:433|V
- Go to Plugin Parameters β Rarity System
- Set to
TRUE
to enable item rarity.
-
Define rarity levels under Plugin Parameters β Items Rarity Levels
-
Assign a rarity level to an item using a notetag:
<pRarity:X>
- Replace
X
with the rarity level number.
- Replace