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Loot Randomizer possible to create?


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#1
Wintermist

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In games such as Diablo and Borderlands loot is generated by a randomizer. It creates items with different stats and bonuses every time you play making every game unique and hardly any battle comes without a possible fun item for your group.

Are you proficient with the Toolset and think such a thing can be done by a mere DLC?

Examples:
Chainmail Gloves of Dexterity, gives a small bonus to Dexterity.
Studded Leather Boots of Nature Resistance, gives a small bonus to Nature Resistance.

Modifié par Wintermist, 18 novembre 2009 - 11:18 .


#2
AND04

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Should be possible - though how hard depends if you can add stats "on the fly" via a script or not.

I can look into it by end of the week - currently i am still busy with my Auto Loot Mod.

#3
Wintermist

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Nice, You da man!

#4
Ranlas

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If you can't set properties on the fly, you could alternatively make a large selection of templates for random loot. Then have the script pick one from that pool.

#5
Wintermist

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Problem with some solutions I guess is to get it to work with the store. But with a template, you'd basically have to change all loot drops to use these templates, right?



A bit tricky, I guess, to get this to work.

#6
Joshua Raven

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I don't think you should want to change the stores. They are carefully filled with items that match the area and difficulty. I do however give my vote to random generation of items and stats in chests and from corpses. Though, to a certain degree, these items are already random, just not their stats.



But comparing this to diablo. This game just isn't one of those games where you keep playing that extra level to see if some uberloot drops. It would be nice to have that incentive though, I agree.

#7
Wintermist

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Yeah, basically what I want to do is add some flavor to the random drops. Like instead of a normal plain Chainmail, a Chainmail of Strenght or Chainmail of Spellpower. Not all drops, of course, but once in a while. Perhaps different strength of them as well, in case it would rop from a yellow or stronger mob. Chainmail of Major Strength, with perhaps a +4 strenght bonus. Well, you get the idea.

#8
Dmuse

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Joshua Raven wrote...

But comparing this to diablo. This game just isn't one of those games where you keep playing that extra level to see if some uberloot drops. It would be nice to have that incentive though, I agree.


I agree with you if you are talking about the Single player game. There is no reason that a module wouldn't be able to be set up more like Diablo though.

I believe, though I haven't checked, that you would be able to place a script on a mob that when it dies it loads up random items from a list you have specified in the script. This would allow you to create different lists for different areas and creature types.

Since mobs already have 'loot types' in the game, I think this may actually already be implemented and it's just  a matter of finding where to create/edit the loot types.

Now this isn't creating items on the fly, but oyu can create a ton of variations of items and add them to your lists so you get a more Diabloish feel to it -- if forinstance you want a Sword of the owl that will give +2 wis and another that will give +4 etc...

#9
Wintermist

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Brilliant, so basically you would copy the generic items there already are, make variations of them, and have them randomly drop, according to some sort of drop chance? Hmmm... so really, a mod like this wouldn't have to be overly hard to do... hmmm....

#10
Dmuse

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So long as you can get to the pieces that are already there, create new lists etc... yeah. Finding all of that is another story. :)

#11
elys

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void AddItemProperty (
                      object oItem,
                      int nProperty,
                      int nPower
                     )

void SetName (
              object oObject,
              string sName
             )


These 2 functions (if they work as expected)  should give you a good idea of how you can create a diablo-like loot  ( property prefixed and/or suffixed items) with a random loot script.

Most of the work will be creating new item properties within 2DA files to have a lot of variation.

Modifié par elys, 18 novembre 2009 - 11:54 .


#12
georage

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In NWN I just grabbed standard items (weapons, armor, etc) and dynamically applied effects to them (+ to attack, damage, etc).



Hopefully you can do this in DAO, so you don't have to create 100 different swords, you can just apply a mix of effects to items after object creation.

#13
Wintermist

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That sounds just perfect and if possible, should make this mod very possible and not at all so hard to make. Although I've no idea how to do it myself, AND04 seems a wizard at it :D