Jagged Alliance 3

Jagged Alliance 3

DiceMan-Equipment-Lite
24 Comments
Draconis🐊 1 Aug, 2024 @ 12:09pm 
Tested this out and quickly had unique items like lions roar, MG 58 and others dropping pretty regularly.
Deemer 10 Feb, 2024 @ 10:57pm 
I did, I did, Good job on this mod!
wait4friend  [author] 10 Feb, 2024 @ 1:30am 
It's fixed in DiceMan-Full, consider tring the full version DiceMan-Full
Deemer 10 Feb, 2024 @ 12:25am 
Is the problem - what Lucjan mentioned -
with loot fixed?
wait4friend  [author] 10 Dec, 2023 @ 3:12am 
@Lucjan Thank you. I didn't even notice this since I always use DiceMan-DropLoot mod. I'll fix it later
Lucjan 10 Dec, 2023 @ 2:18am 
They way you create new items in this mode makes drop chance property empty causing all of the tiems to have 0 drop chance. So even it if dosent chnage drops it affects it.

To fix it there is need to run item.drop_chnace = item.base_drop_chnace. This also makes ot compatiable with drop chnace/drop evertyhing mods.

Item is the variable returned by the funcion that placed the item in a unit.
wait4friend  [author] 9 Dec, 2023 @ 5:01pm 
This mod doesn't touch droploot. If you want more loot, pls use DiceMan-DropLoot-Lite or DiceMan-Full
Lucjan 9 Dec, 2023 @ 11:15am 
This mod by itself dosen't set drop_chance on generated items.
Icepick 9 Dec, 2023 @ 9:36am 
Not sure if this is a bug or if I just low-rolled extremely low, but through Ernie Village (15 Legion guys) only two dropped anything at all, and in both cases, it was each a single med. I can't imagine this is intended behavior.
wait4friend  [author] 8 Dec, 2023 @ 8:27pm 
@Lucjan OK,I did some test and found I made a mistake. And I'll fix this bug in the full version later. Thank you for pointing out this issue.
wait4friend  [author] 8 Dec, 2023 @ 4:53pm 
Maybe I was wrong, but I think they are all Grende Class. If you find enemies never catch them, pls let me konw

For example
UndefineClass("ToxicGasGrenade")
DefineClass.ToxicGasGrenade = {
__parents = {"Grenade"},
__generated_by_class = "InventoryItemCompositeDef",
object_class = "Grenade",
Lucjan 8 Dec, 2023 @ 8:03am 
IDK you are aware but you only generate from Grenade ItemType which does not include `GrenadeGas` and `GrenadeFire`

https://github.com/THQNordic/JaggedAlliance3Modding/blob/main/Lua/Inventory.lua#L1973-L2000
wait4friend  [author] 8 Dec, 2023 @ 1:11am 
BTW, if you want to face more powerful enemies, you should try some other DiceMan lite mods too. Such as stats, lastman, reinforcement. Or the DiceMan full, which will be coming soon
Lucjan 8 Dec, 2023 @ 12:03am 
:steamthumbsup:
wait4friend  [author] 7 Dec, 2023 @ 5:44pm 
Adding one more point, in the lite version, the armor wear rate is calculated solely based on the enemy's level, which makes the settings like 0.3 and 0.6 seem peculiar. However, in the full version, it is calculated based on the player's armor wear rate. So, if the player wears one piece of armor, the probability for the enemy will be 0.3.
wait4friend  [author] 7 Dec, 2023 @ 5:39pm 
@Lucjan I'm glad you enjoy this mod. I'll explian here

1. The curves for armor wear rate (armorrate) at 0.3 and 0.6 do not have any particular reason. It's simply because there are a total of 3 pieces of armor, so using 3 as the denominator for calculation is more intuitive.
2. You can modify this number as needed, but exceeding 1.0 will have no effect because this number represents a percentage—0.3 = 30%, 1.0 = 100%. Therefore, if you want the enemies to be fully armored, simply use 1.0.
3. The reason for using "OnMsg.CombatStart" is that during my usage, I wanted to see changes in enemy armor. If your goal is different from mine, you can call it in the "OnMsg.ExplorationStart" event.
4. The reason for not using "OnMsg.UnitCreated" is the same as point 3.
Lucjan 7 Dec, 2023 @ 12:04pm 
OnMsg.UnitCreated seems like a decent bet but requires difrent logic for deciding if unit is an enemy.

This mod is using OnMsg.UnitCreated
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3072131995
Lucjan 7 Dec, 2023 @ 11:03am 
IDK if this by design but using `OnMsg.CombatStart` causes enemies to not have new armor when you sneak attack them. Maybe it should trigger on entering the sector instead (but IDK which `OnMsg` is it.
Lucjan 7 Dec, 2023 @ 9:46am 
Hi, I looked at the source code and it looks awesome. Good job! :steamthumbsup:

Can you tell me more about how the scaling works? Why it jumps 0.3,0.6,0.9 but not 0.1? DO you know what would happen if I would put higher numbers (e.g 4,5 or 1.5 etc)?

I am looking for ways to make enemies a little stronger without rewriting entire game.

[code]
local levelBasedTier = {1,1,1,2,2,2,3,3,3,3}
local levelBasedCompRate = {0.3,0.3,0.3,0.6,0.6,0.6,0.6,0.9,0.9,1.0}
local levelBasedArmorRate = {0.3,0.3,0.3,0.6,0.6,0.6,0.6,0.9,0.9,1.0}
[/code]
wait4friend  [author] 6 Dec, 2023 @ 5:26pm 
Enemy Level is a hidden data in vallina, there's no way to see it in UI, at least for now
Echo 6 Dec, 2023 @ 1:10pm 
What's the normal level for enemies? I don't think the UI ever shows it.
SgtoPereira>>> 2 Dec, 2023 @ 4:03am 
Okay, I just installed the other "DiceMan", I liked it, I'm going to test it. Thank you very much!
wait4friend  [author] 2 Dec, 2023 @ 4:01am 
The full version is undergoing final testing and will be released soon.
SgtoPereira>>> 2 Dec, 2023 @ 3:58am 
Hello. Sorry to ask, but where can I find the full version of "DiceMan"? It's just that I was curious. Great work, thank you.