Zelknolf wrote:
We don't have any events to work with to spot you doing that. Gotta tool killable stuff with the gear you expect them to use or drop-- because otherwise things become much much less predictable.
The droppable flag actually has nothing to do with monster loot, mind you. We sniff for it in parts of the ACR to see if people set it (and I believe Bioware did the same, so their recycled creature events probably do too), assuming that they
meant monster loot, but that flag's actual function more closely resembles a
Stone of Weight, and you can't rely on it inherently.
Okay, thanks Zelk, I guess this answers most of the question. The "droppable" flag in an
item blueprint means "can a PC drop this item?". Thus, there's no way to set by default on an item blueprint that "this item should never be left behind for PCs"?
The "droppable" flag in a
creature blueprint inventory, however, does mean "is this item left behind when creature is killed", doesn't it? So the question is, is there a way to set that on the DM client, should I want to slap my critter with an item that I don't want to drop? Since by default this seems to be on for items spawned on the creator.
You can also force a drop by setting the "plot" flag on, as I understand. This you can do on the DM client. The question is, can you do the opposite, force an item to be "not drop". And if it's not possible now, would it be a feasible addition, using some mechanic?
I for one would like npcs to actually start dropping the stuff they are obviously carrying.
I think the loot system does do this, for items that are flagged as drops in the creature blueprint. But if the value of those drops supercede what that CR should drop, then they are cut off (which is good). And if there's not enough drops, random stuff is created instead. Though for what it's worth, the additional stuff dropped seems to be rather bat-shit insane for the creature. "You killed a dire rat. Here, have a katana". Just dropping gold or gems as the random stuff, probably valued in with a factor (eg. 1 full plate (1500gp) = 500gp coins = 1000gp in gems) oughta do.
Also armed mobs being disarmable by default so the feat isn't useless.
Not only totally out-of-topic, but also absoutely not. The AI is unable to respond to disarm in the reasonable way (lost my turn to attack since I have to pick up my weapon and rearm). Rather the AI proceeds to suicide by attacking you with fists. Disarm would be a massively unbalanced one-click-cripple against all armed mobs due to AI limitations.
Coding the AI to be able to handle disarm might be possible, but not very much bang for buck, as I see it. Until then disarm should just be banned as a feat. Because disarm either does nothing or is uber-powerful exploit of an oversight in creating the blueprint.