ItemGenerator

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===ItemGenerator===
Targets: Areas, Rooms, Containers, Mobs
Parameters: "min/max ticks" "% chance" "min/max items/dups" "enchanted=%""mobs" "locale mask"; "mask"
Examples: min=10 max=20 chance=75 minitems=1 maxitems=10 maxdups=0;-LEVELS +>10

minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"

Description: This behavior will generate a list of items from the standard common skills. It will also add random enchantments and curses to items a percentage of the time dictated by the enchanted parameter (default=10). Items are selected from the list on a pseudo-random basis, with the chance weighted in favor of the least valuable items in favor of the most valuable. This is to decrease the chances of a plethora of Spidersteel swords.


The parameters before the semicolon describe the rate and amount of items generated. The room or area will attempt to generate an item every (min) to (max) ticks, assuming the percent chance (chance) is made. It will then generate at least the minimum (minitems) number of items from the list, but never more than the maximum (maxitems) number of monsters. Duplicates are allowed unless (maxdups) is set to some value. Items taken away will be replaced by this behavior, even if they are looted. This behavior will generate items when on a room, in the inventory when on a mob, or in the shop when on a shopkeeper. If on an area, a random room in the area will be picked for the item. The TYPE of room in that area which will be selected for population may also be specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to restrict certain locales. If no locale types are specified, then all rooms in an area will be populatable. Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag is given in the parameters, then the item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a room with no mobs is randomly selected, it may not happen). Items placed on mobs will be automatically worn if possible.


The parameters after the semicolon are a mask to help select what kind of items are generated for the several rooms or whatever. For the mask flags, see AHELP ZAPPERMASK, where allowed is generated, and disallowed is not.


Notes

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