====== Chests ===== >[[start|]] I might make a reference list to all the chests later on. But for now, colour logic. ---- ===== Colour ===== The different colours represents what you can expect inside: * Blue (Materials, Ingredients) * Brown (Potions and Bullets) * Gold (Plot Item, all 1 of them) * Green (Gear and Weapons) * Red (Gold) ---- ===== How the colour is decided ===== Each chest have a default colour, that can be overruled through different means. Priority: Blue > Red > Green / Brown (Depending on which is placed in RareItemId) === Blue === > "AreaChangeTreasureFlag": true, By setting this to true in DropRateMaster file, the chest turns blue, and refresh each time you exit and re-enter the area. === Red === > "CoinType": "EDropCoin::D10", Enabling coins makes the chest red. This even works if coin ratio is 0, so that it doesn't actually drop any coins. === Green === > "RareItemId": "None", > "CommonItemId": "None", > "RareIngredientId": "None", > "CommonIngredientId": "None", If any of these contains a Gear or Weapon item, the chest turns green. > "ShardId": "None", Note that this entry doesn't change colours, even if you do put a gear item there. Even if it has gear in the later slots. === Brown === > "RareItemId": "None", Setting this to an item like potion will make the chest brown. Unless otherwise over-written. ----