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AlexKage

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alexkage

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11 comments

  1. berzao
    berzao
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    Hi there!! First of all, great mod! But i think i found a bug...

    I have Brilliant Gemstones, Fated Keys and Vintage Nectar, from the House Contractor.
    But it seems that those upgrades dont work when one of those items drop, only when i got rewarded from a room (killing all monster)

    Is this really a bug, or its suppose to work that way?
    1. Kazmatoro
      Kazmatoro
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      Me too
  2. nincatsu
    nincatsu
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    Hi,

    First of all thanks for the great mod. It really adds up to the game.

    Secondly, is there any way to increase the amount of Gem Stones that drops? I see that is possible to increase the amount of darkness, but have no idea how to increase Gem Stones.

    Thanks in advance
  3. DubbyMazlo
    DubbyMazlo
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    Hi, how do I make it so that instead of dropping Poms of Power, enemies dropped Pom SLICES? I don't know what's it called in the config.
    1. paperclone22
      paperclone22
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      open Config.lua and change StackUpgradeDrop to StoreRewardRandomStack in 2 places. That'll get you the slices
  4. kariwashere
    kariwashere
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    I love this mod it's helping make my runs go so much faster, since I don't have a lot of time to play to get through everything and tediously earn gems to buy house upgrades and decorations haha. I did encounter a bug the other night where after the boss fight with hades I could not leave because a single drop was off the edge of the screen so I had to scrap that whole run and force close the game, I guess when you're on the end it doesn't keep the save for the last room you were in so that whole run was scrapped :(

    If there was a mod that could pull all the drops to a specific area on the maps, that would be neat. I know the drops get in the way of fighting they act like little walls and sometimes when the drops pile up to much a small pile will start to follow you around and get in the way of you trying to hit enemies lol.

    The main drops I've been using are the hammers to get the last of the fated prophecies finished as well as gems for house purchases and the purple gems for my mirror expanded upgrades.
  5. Joshi1986
    Joshi1986
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    How can I run this mod? There is no discription.
    Can someone explain how that works?
  6. KamikazeEgg
    KamikazeEgg
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    is there another program i need to run this mod? or is it drag and drop to download this?
  7. Uunyk
    Uunyk
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    Thanks for the mod, it's a great addition to the game.

    To avoid compatibility problems, I advise you to rename Config.lua with something like Config_DTM.lua same in modfile.txt, PonyQOL for example use the same name.
  8. atstudios
    atstudios
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    Hi. First, thank you for this awesome mod! I still having a blast with this mod.
    Today I ran into an issue, I tried to add Chaos Boon to a drop list and it did drop as intended. But the problem is I can't interact with it.
    This is what I added to a drop list "TrialUpgrade = 0.05,".
    Any suggest to make this work?
    1. Uunyk
      Uunyk
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      That's because it's tagged as a consumable not as a boon.

      In DropThatMod.lua replace:

      function SpawnStuff(itemData, kitId)
       local spawnedItem = nil
       if itemData.Name == "StackUpgradeDrop" then
      spawnedItem = CreateStackLoot({ OffsetX = 100, SpawnPoint = kitId } )
       elseif itemData.Name == "WeaponUpgradeDrop" then
      spawnedItem = CreateLoot({ Name = "WeaponUpgrade", OffsetX = 100, SpawnPoint = kitId })
       elseif itemData.Name =="HermesUpgradeDrop" then
      spawnedItem = CreateLoot({ Name = "HermesUpgrade", OffsetX = 100, SpawnPoint = kitId })
      spawnedItem.CanReceiveGift = false
      SetThingProperty({ Property = "SortBoundsScale", Value = 1.0, DestinationId = spawnedItem.ObjectId })
       elseif itemData.Name == "StackUpgradeDropRare" then
      spawnedItem = CreateStackLoot({ SpawnPoint = kitId, Cost = 0, DoesNotBlockExit = true, SuppressSpawnSounds = true, StackNum = 2, AddBoostedAnimation = true, })
       elseif itemData.Type == "Consumable" then
      local consumableId = SpawnObstacle({ Name = itemData.Name, DestinationId = kitId, Group = "Standing" })
      local consumable = CreateConsumableItem(consumableId, itemData.Name, 0)
       elseif itemData.Type == "Boon" then
      itemData.Args.SpawnPoint = kitId
      itemData.Args.DoesNotBlockExit = true
      itemData.Args.SuppressSpawnSounds = true
      itemData.Args.SuppressFlares = true
      spawnedItem = GiveLoot( itemData.Args )
      spawnedItem.CanReceiveGift = false
      SetThingProperty({ Property = "SortBoundsScale", Value = 1.0, DestinationId = spawnedItem.ObjectId })
       end
       end

      with:

       function SpawnStuff(itemData, kitId)
       local spawnedItem = nil
       if itemData.Name == "StackUpgradeDrop" then
      spawnedItem = CreateStackLoot({ OffsetX = 100, SpawnPoint = kitId } )
       elseif itemData.Name == "StackUpgradeDropRare" then
      spawnedItem = CreateStackLoot({ SpawnPoint = kitId, Cost = 0, DoesNotBlockExit = true, SuppressSpawnSounds = true, StackNum = 2, AddBoostedAnimation = true, })
       elseif itemData.Name == "WeaponUpgradeDrop" then
      spawnedItem = CreateLoot({ Name = "WeaponUpgrade", OffsetX = 100, SpawnPoint = kitId })
       elseif itemData.Name =="HermesUpgradeDrop" then
      spawnedItem = CreateLoot({ Name = "HermesUpgrade", OffsetX = 100, SpawnPoint = kitId })
      spawnedItem.CanReceiveGift = false
      SetThingProperty({ Property = "SortBoundsScale", Value = 1.0, DestinationId = spawnedItem.ObjectId })
       elseif itemData.Name == "StoreTrialUpgradeDrop" then
      local args  = { Cost = 0 }
      args.SpawnPoint = kitId
      args.DoesNotBlockExit = true
      args.SuppressSpawnSounds = true
      args.SkipRequirements = True
      args.Name = "TrialUpgrade"
      spawnedItem = GiveLoot( args )
      spawnedItem.CanReceiveGift = false
      SetThingProperty({ Property = "SortBoundsScale", Value = 1.0, DestinationId = spawnedItem.ObjectId })
       --Random Loot
       elseif itemData.Name == "RandomLoot" or itemData.Name == "BoostedRandomLoot" then  
      upgradeData = {}
      upgradeData.Name = "RandomLoot"
      upgradeData.Type = "Boon"
      upgradeData.Args = { ForceLootName = pickedGod, DoesNotBlockExit = true, SpawnPoint = kitId, Cost = 0 }
      if itemData.Name == "BoostedRandomLoot" then
       upgradeData.Args.AddBoostedAnimation = true
       upgradeData.Args.BoonRaritiesOverride = { LegendaryChance = 0.1, EpicChance = 0.25, RareChance = 1.0 }
      end
      spawnedItem = GiveLoot( upgradeData.Args )
      spawnedItem.CanReceiveGift = false
      SetThingProperty({ Property = "SortBoundsScale", Value = 1.0, DestinationId = spawnedItem.ObjectId })
       --Upgrades
       elseif string.match(itemData.Name,"%a+Upgrade") then
      upgradeData = {}
      upgradeData.Name = itemData.Name
      upgradeData.Type = "Boon"
      upgradeData.Args = { Name = itemData.Name, OffsetX = 100, DoesNotBlockExit = true, SuppressSpawnSounds = true, SuppressFlares = true, SpawnPoint = kitId, Cost = 0 }
      spawnedItem = CreateLoot( upgradeData.Args )
      spawnedItem.CanReceiveGift = false
       elseif itemData.Type == "Consumable" then
      local consumableId = SpawnObstacle({ Name = itemData.Name, DestinationId = kitId, Group = "Standing" })
      local consumable = CreateConsumableItem(consumableId, itemData.Name, 0)
       end
       end

      It will fix the following:

      RandomLoot --Random God Upgrade
      BoostedRandomLoot --Boosted Random God Upgrade
      StoreTrialUpgradeDrop -- Chaos / Primordial Chaos
      ZeusUpgrade
      AresUpgrade
      ArtemisUpgrade
      AphroditeUpgrade
      DionysusUpgrade
      AthenaUpgrade
      PoseidonUpgrade
      DemeterUpgrade
      HermesUpgrade
      TrialUpgrade -- Chaos / Primordial Chaos
      StackUpgrade -- StackUpgrade / Pom of Power
      WeaponUpgrade -- WeaponUpgrade / Daedalus Hammer
      HadesUpgrade

      Unfortunately I don't know yet how to disable the pickup interaction on God's Upgrades.