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?
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.
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.
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.
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?
11 comments
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?
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
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.
Can someone explain how that works?
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.
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?
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:
Unfortunately I don't know yet how to disable the pickup interaction on God's Upgrades.