Could someone point me in the direction of the default Bioware scripts for generating class-specific (or class-appropriate) treasure. I'm using the XP1 Treasure System (x0_i0_treasure) for most of my needs, but it doesn't include any class-specific drops. I suppose I could add that capability but would prefer not to have to bugger around with a ton of code...
Treasure Generation Question
Débuté par
Pstemarie
, déc. 04 2011 11:37
#1
Posté 04 décembre 2011 - 11:37
#2
Posté 04 décembre 2011 - 12:51
There definitely are class-specific drops in the default treasure system; I use them in my modules, especially Sanctum 1. It's been a while but let me take a look and see if I can remind myself where I got the info I needed to figure out how to use them.
#3
Posté 04 décembre 2011 - 07:13
OK, I guess I was remembering this more generously than it warranted. The only thing I could find was one script (nw_o2_classweap) that will create class specific weapons. It works well enough but it's nothing special.
I also reminded myself of the x0_i0_* treasure system, which also works well enough but was also no great shakes. I also used it in Sanctum 1, which I'm refitting now with a (revamped) version of Silicon Scout's treasure system. The SS system is very well done and I would recommend as an alternative to using the x0_i0 system. You won't have to write much code to get it to work in its basic form, just set up a "safe" area with class specific containers and write one script to check the player's class and randomly pick an item from the appropriate container accordingly.
I also reminded myself of the x0_i0_* treasure system, which also works well enough but was also no great shakes. I also used it in Sanctum 1, which I'm refitting now with a (revamped) version of Silicon Scout's treasure system. The SS system is very well done and I would recommend as an alternative to using the x0_i0 system. You won't have to write much code to get it to work in its basic form, just set up a "safe" area with class specific containers and write one script to check the player's class and randomly pick an item from the appropriate container accordingly.
Modifié par AndarianTD, 04 décembre 2011 - 07:13 .
#4
Posté 05 décembre 2011 - 02:26
Are you using nwnx and a DB on your server? If you do, you should really consider using the DB for your loot system, because of the flexibility it gives. Properly randomizing and creating "class" loot categories is very easy with such a setup. I've coded such a system using MySQL(with Funky's help) for my PW, it uses very few tables and a single very short script, allows for the creation of any imaginable loot "classes", leveled or not, and it takes around half a millisecond to execute. If this is close to what you need, I'll be happy to share it with you. 
Kato
Kato
Modifié par Kato_Yang, 05 décembre 2011 - 03:17 .
#5
Posté 13 décembre 2011 - 03:49
But one thing I come to find out with the SS system you need to apply var to each creature. Just to have certain treasure drop with that type of creature. The default NWN treasure system is fine but limited.
I myself would like to see a much easier/flex system spring up on the vault.
I myself would like to see a much easier/flex system spring up on the vault.
#6
Posté 16 décembre 2011 - 06:07
your looking for the script NW_O2_CONINCLUDE.
it has the class specific treasure drops, with level ranges. It uses the resref of each treasure item, and has rolls to generate for randomness, whether a item is given, a 2nd item is given, or a 3rd, or if the item is replaced with gold.
You can edit this script to include other classes (prestige) though it does take a bit of work, and lots of checking as it is a huge script. It is a include script, so it will not compile until you run the build mod option. (just click the script only box to speed up the build process.)
I changed this script by switching out all the standard Bio made gear with my custom gear, including D&D style coins. I did have to edit the x0_i0_treasure for the gold drop, but now in my build only the unique items I want are dropped from the standard scripts that fire when the placeable on open happens. it works with the placeables that use the original treasure system, and the expansion system, so I do not have to go back and edit each placeable as I place it in the mod. This script also fires when a creature dies, and places the custom on The corpse. If you need more info, I can send you a copy of the script, and walk you through the more confusing parts.
it has the class specific treasure drops, with level ranges. It uses the resref of each treasure item, and has rolls to generate for randomness, whether a item is given, a 2nd item is given, or a 3rd, or if the item is replaced with gold.
You can edit this script to include other classes (prestige) though it does take a bit of work, and lots of checking as it is a huge script. It is a include script, so it will not compile until you run the build mod option. (just click the script only box to speed up the build process.)
I changed this script by switching out all the standard Bio made gear with my custom gear, including D&D style coins. I did have to edit the x0_i0_treasure for the gold drop, but now in my build only the unique items I want are dropped from the standard scripts that fire when the placeable on open happens. it works with the placeables that use the original treasure system, and the expansion system, so I do not have to go back and edit each placeable as I place it in the mod. This script also fires when a creature dies, and places the custom on The corpse. If you need more info, I can send you a copy of the script, and walk you through the more confusing parts.





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