Alex Schultz wrote: > I'm trying to make it show up randomly. Since the e-mail you're replying > to, I've found a nice solution: create another python script that runs > when it's applied which generates a rod if it doesn't already have one, > and it is generated based upon parameters given the event options of the > script. This seems to work quite nicely, and and still allows map makers > to just put the rod in via the map if they want (which I see as easier > for map makers). > > The only issue I'm running into now, is where the best place to insert > such items into the treasurelists to make them randomly appear. I do > know of several places that would work technically, but I'm not sure > which is the most proper and from what I see chance values add up to 100 > so I would have to change existing ones so I'm not sure of the best way > to do that. Probably best to find existing weapons in the treasurelist and reduce the chance of those. Note that the total value of the chance fields in a treasurelist does not need to be 100%. Look at the doc/Developers/objects for more about treasures. Briefly: If if it is a 'treasureone' type list, one item is generated. At load time, the server sums out the chance fields - they don't have to sum to 100, probably just habit that they do. If it is a 'treasure' list, then the chance field is the percentage chance of each object showing up. In a normal treasure list, you can get 20 items from one list showing up.