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Make Arsonist NPC spawn with way fewer items so they fit in inventory #48339

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Apr 7, 2021
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10 changes: 6 additions & 4 deletions data/json/itemgroups/Locations_MapExtras/Arsonist_stock.json
Original file line number Diff line number Diff line change
Expand Up @@ -4,12 +4,14 @@
"id": "NC_ARSONIST_STOCK",
"subtype": "collection",
"items": [
{ "item": "molotov", "count": 50 },
{ "item": "improvised_pipebomb", "count": 50 },
{ "item": "fuse", "count": 20 },
{ "item": "molotov", "count": 5 },
{ "item": "rag", "count": 25 },
{ "item": "gasoline", "count": 1 },
{ "item": "improvised_pipebomb", "count": 25 },
{ "item": "fuse", "count": 5 },
{ "item": "FMCNote", "count": 3 },
{ "item": "nail", "count": 5 },
{ "item": "rebar_rail", "count": 5 },
{ "item": "rebar", "count": 5 },
{ "item": "textbook_anarch", "count": 1 },
{ "item": "fertilizer_commercial", "count": 1 }
]
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Original file line number Diff line number Diff line change
@@ -1,4 +1,10 @@
[
{
"type": "item_group",
"id": "NC_ARSONIST_storage",
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It doesn't seem like you're adding a reference to this new group anywhere. Does it just magically get used based on the name?

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Yeah, I dunno exactly how it works but I saw the golf bag show up in-game.

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@actual-nh actual-nh Apr 4, 2021

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It's in npc.cpp - look at random_item_from and starting_clothes.

"subtype": "distribution",
"entries": [ { "item": "golf_bag", "prob": 100 } ]
},
{
"type": "npc",
"id": "arsonist",
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