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Shining's Loot Overhaul


TheSh1n1ng1

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GOAL

 

PICK UP weapons, armors, and utility items mid-mission and USE THEM immediately! Integrated with Grimy’s Loot Mod and coded with many, many, NEW attachments (at least it will be).

  • Utility items are 1-time use. Meaning things such as Grenades will be removed from their utility slot(s) upon use/activation. This is to make up for gathering more of them in the field.
  • Reloads are limited, encouraging you to scavenge, by incorporating the mod “[WotC] Limited Reloads [WiP]”. Some attachments provide more or fewer reloads. Includes the Melee Strike ability in case you run out of ammo.
  • Armor and Vests deteriorate and require repair upon taking damage.

 

ALPHA BUILD

 

I’d like to define Rarity based on attachments (or the other way around), similar to how Grimy’s Loot mod does his with the 3 tiers of crates you open, but I’d like to have 5 tiers differentiated by color in the field.

 

 

1. Colored Loot Drops (based on Rarity: White [Common], Green [uncommon], Blue [Rare], Yellow [Epic], and Orange [Divine]).

2. Loot Drops have no time limit and are dropped by every enemy that isn’t killed by explosives.

3. Loot Drops have different icons indicating loot type (see image above, Example shows Weapon vs Armor icons).

4. On Loot Pickup the following popup appears with the option to IGNORE or EQUIP (or SWAP):

 

5. Note that with Utility items, all Utility slots will be shown if there isn’t an empty one – so that the player can SWAP with an item he/she chooses.

6. If you SWAP, your old gear remains on the ground so that anyone can pick it up. There isn’t a 3x3 Loot Highlight around the old gear, but if you or another squadmate stand within its invisible confines the Pickup Loot Hand Icon appears on the action bar.

 

7. Armor is damaged whenever a unit is hit. Picking up/putting on armor in the field costs 1 action that’s turn-ending, unlike all other Loot pickups - which are free actions. Picked up armor provides its abilities, but only grants 1/2/3 extra HP until it’s repaired.

 

8. All Armors can be repaired at the cost of supplies/alloys/elerium where you normally buy items (See image below). Whenever armor is damaged it will need repair, unless it’s non-upgraded starting armor.

 

9. Weapons/Armors beyond the starting set cannot be mass produced. This is a scavenge war.

10. You can sell your unwanted items on the Black Market.

 

 

For Alpha I’d just like to be able to generate/pickup rarity-appropriate weapons, armors and utility items mid-mission using loot from Grimy’s Loot Mod. After Alpha is complete, I may release the mod and start the Beta build.

 

 

 

BETA BUILD

 

In Beta I’d like to write my own attachments and modify some of Grimy’s attachments to better suit the Run & Grab playstyle. I’ll approach Balancing to a greater extent, and probably have some new ideas by then.

 

Plee

 

All said and done, this is my first time even editing .ini files, and I need help if this is going to succeed. If anyone is interested in joining (or even taking over) the project you’re also welcome. Any help you can provide is welcome. I seriously have no idea how to start.

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