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Ein Übersetzungsproblem melden
In addition to random loot, these are found in Riptide loot files as predefined, oftem white:
Item("Melee_leg_Italianplumber", 1.0);
Item("Melee_leg_AssassinsGreed", 1.0);
Item("Melee_leg_Homerun", 1.0);
Item("Melee_leg_BluntSpeaker", 1.0);
Item("Melee_leg_VikingOfTheSouth", 1.0);
Item("Melee_leg_Ban", 1.0);
Item("Melee_leg_M.C.", 1.0);
Item("Melee_leg_Two-Parter", 1.0);
Item("Melee_leg_MasterChef", 1.0);
Item("Melee_leg_Bushmaster", 1.0);
Item("Melee_leg_BouncersPal", 1.0);
Item("Melee_leg_Banisher", 1.0);
Item("Melee_leg_Eviscerator", 1.0);
I think they consider Henderson as act 3 and used mechanic of legendary orange firearms (Defender, Pleaser,Mccal) for all unique orange legendary except white versions, as generic type item in loot list and unique legendary name hardcoded into game files or presumably executable itself. At least that's how I explain to myself DefofMotherland missing in loot files but still lootable in first game.
The act3a.loot is the act3a.loot from DI, with the new items added in. It was probably used as a template with all available objects, which were then trimmed down to create the more limited versions actually used in the game. It is never called or accessed by any system in Riptide. (You can extract a copy to the Data folder and make it inaccessible via system permissions, and it never raises any objections, errors, or log entries simply because it never attempts to access it. Also, according to that file, the only creatures that you would ever find weapons on are the ones using the Thug color table I mentioned above or suiciders. In that file, Rams, Butchers, and Corrupters can not drop weapons, and the entries for Grenadier, Screamer, and Wrestler are entirely absent, so they would drop nothing at all. (No DeadBody_Grenadier, DeadBody_Screamer, DeadBody_Wrestler tables.)
Orange weapons are available from chests (lockpick level 2 has 1%, lockpick level 3 has 2%) only, or from a few specific weapons sold by merchants. Theroretically, according to the color tables, weapons dropped by Rams would have a 3% chance to be orange, but the actual loot tables only allow Rams to drop cash... no weapons, no craftparts. In terms of drops, Thugs, grenadiers, screamers, and wrestlers all use the same color determination table, but different loot weight entries.
The basic stuff in Riptide was created by using the Dead Island data files and adding to them as things were added to the game engine. This is fairly obviously demonstrated when looking at the collectible files... those that were intended to not be used were not removed, simply modified to be unuseable, such as the Red Hot Blade Mod... they just stripped out the useable weapons to apply it to by removing the BaseItem entries.
Item("Craftplan_Exclusive2", CategoryType_Collectable)
{
Name("&ColItem_Craftplan_Exclusive2&");
Description('&ColItem_Craftplan_Exclusive2_D&');
ItemType(ItemType_CraftPlan);
Price(200);
Mesh("blueprint_a.msh");
Skin("default_hl");
RequiredItem("CraftPart_Tape", 2);
RequiredItem("CraftPart_Wire", 2);
RequiredItem("CraftPart_Ammonia", 2);
RequiredItem("CraftPart_Belt", 1);
RequiredItem("CraftPart_BatteryLarge", 1);
RequiredItem("CraftPart_EngineParts", 1);
NamePrefix("&CraftFirePrefixName&");
AdditionalDamageType(DamageType_Fire);
AdditionalDamage(0.03);
AdditionalCriticalProb(0.06);
AdditionalCriticalDuration(0.0);
AdditionalCriticalDamage(0.5);
AdditionalDamadeLevel(1);
Color(Color_White);
}
The default.loot system changed considerably. The differences are not merely cosmetic, but in fact alter the progress of how item stats are determined.
For instance, from DI:
export int DeadBody_FatMan = 16;
export int DeadBody_Ram = 17;
export int DeadBody_Suicider = 18;
export int DeadBody_Corrupter = 19;
export int DeadBody_MeleeFighter = 20;
export int DeadBody_Infected = 21;
export int DeadBody_Human = 22;
and from Riptide:
export int AmmoBox = 16;
export int Special = 17;
export int MagicBox = 18;
export int DeadBody_FatMan = 19;
export int DeadBody_Ram = 20;
export int DeadBody_Suicider = 21;
export int DeadBody_Corrupter = 22;
export int DeadBody_MeleeFighter = 23;
export int DeadBody_Infected = 24;
export int DeadBody_Human = 25;
export int DeadBody_Grenadier = 26;
export int DeadBody_Screamer = 27;
export int DeadBody_Wrestler = 28;
DI:
export int Color_White = 0;
export int Color_Green = 1;
export int Color_Violet = 2;
export int Color_Yellow = 3;
export int Color_Orange = 4;
Riptide:
export int Color_White = 0;
export int Color_Green = 1;
export int Color_Blue = 2;
export int Color_Violet = 3;
export int Color_Orange = 4;
DI:
DefColorSet(ColorSet_Default)
{
ColorWeight(Color_White, 915.0);
ColorWeight(Color_Green, 25.0);
ColorWeight(Color_Violet, 10.0);
ColorWeight(Color_Yellow, 5.0);
ColorWeight(Color_Orange, 0.0);
}
Riptide:
DefColorSet(ColorSet_Default)
{
ColorWeight(Color_White, 91.0);
ColorWeight(Color_Green, 7.0);
ColorWeight(Color_Blue, 2.0);
ColorWeight(Color_Violet, 0.0);
ColorWeight(Color_Orange, 0.0);
}
Other sections with changes include Colorsets for Lockpick1, Lockpick2, Lockpick3, fatMan, Ram, Suicider, Corrupter, MeleeFighter, StandardCash, MediumCash, and BigCash.
However, the biggest change is the removal in Riptide of the "use ProgressLevelsProb();" and the accompanying tables:
sub ProgressLevelsProb()
{
LootTypeProgress(LootType_Knuckles) {
Progress( "Level 1", 5, 5, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0);
Progress( "Level 2", 0, 0, 1, 1, 2, 2, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 1, 1, 0, 0);
Progress( "Level 3", 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 1, 1);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 4, 4); }
LootTypeProgress(LootType_Blunt) {
Progress( "Level 1", 95, 90, 85, 84, 63, 20, 20, 10, 9, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0);
Progress( "Level 2", 0, 5, 9, 10, 10, 35, 32, 10, 9, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 0, 0);
Progress( "Level 3", 0, 0, 0, 5, 5, 10, 10, 22, 14, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 0);
Progress( "Level 4", 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 5, 4, 5, 5, 5, 2, 1, 1, 1, 1, 1);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 15, 10, 10, 5, 1, 1, 1, 1, 1);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 6, 7, 8); }
LootTypeProgress(LootType_Sharp) {
Progress( "Level 1", 0, 0, 0, 5, 10, 10, 10, 10, 15, 10, 10, 5, 4, 4, 4, 4, 3, 4, 4, 1, 1);
Progress( "Level 2", 0, 0, 0, 0, 0, 5, 5, 5, 10, 15, 20, 20, 14, 9, 9, 9, 4, 4, 4, 2, 1);
Progress( "Level 3", 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 10, 9, 14, 14, 14, 4, 4, 4, 4, 2);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 5, 5, 10, 10, 14, 4, 4, 4, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 5, 5, 5, 14, 9, 9, 9);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 10, 15, 10, 10);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 10, 15, 20); }
LootTypeProgress(LootType_Firearm_Short) {
Progress( "Level 3", 0, 0, 1, 0, 3, 5, 5, 5, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 0, 0);
Progress( "Level 4", 0, 0, 0, 0, 2, 4, 5, 5, 6, 6, 7, 7, 5, 2, 2, 1, 1, 1, 1, 0, 0);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 7, 7, 5, 1, 1, 1, 1, 0, 0);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 7, 4, 4, 1, 1, 1, 1);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 2, 2, 4, 4); }
LootTypeProgress(LootType_Firearm_Long) {
Progress( "Level 4", 0, 0, 0, 0, 0, 1, 5, 5, 4, 5, 5, 5, 5, 7, 4, 3, 3, 3, 3, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 8, 6, 5, 5, 5, 5, 3, 3);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 7, 12, 7, 5, 3, 3);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 7, 7, 7); }
LootTypeProgress(LootType_Firearm_Auto) {
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 5, 5, 5, 4, 4, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 3, 3);
Progress( "Level 6", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 5);
Progress( "Level 7", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10); }
LootTypeProgress(LootType_Throwable) {
Progress( "Level 3", 0, 0, 0, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1);
Progress( "Level 4", 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2);
Progress( "Level 5", 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2);}
}
Now, while there certainly are game variations in different language versions, these are constrained to the language files. I really seriously doubt they re-wrote the entire loot system drop tables.