glad you like it. i've added all sorts of bells and whistles to this on my test server. trivial encounter check, filtering based on item usability by encounter participants and/or an arbitrary never-drop list, minimum base chance and additional chance scaled by npc level, etc.
my previous method required that you modify every existing npc quest script you wanted to apply random loot to. needless to say, the recent addition of global_npc simplified things a great deal. thanks, akkadius!
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I muck about @ The Forge.
say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
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