Thanks, bealzebub. More and more, it looks like that will be the system that I end up using.
A final question though: how does one adjust the number of coins that a creature drops? I've tried to adjust nw_o2_coninclude with the following lines:
// *
// * Scaling Treasure
// *
void CreateGold(object oTarget, object oAdventurer, int nTreasureType, int nModifier = 0)
{
int nHD = GetHitDice(oAdventurer) + nModifier;
int nAmount = 0;
if (GetRange(1, nHD))
{
nAmount = d4(1);
}
else if (GetRange(2, nHD))
{
nAmount = d4(1);
}
else if (GetRange(3, nHD))
{
nAmount = d4(1);
}
else if (GetRange(4, nHD))
{
nAmount = d4(1);
}
else if (GetRange(5, nHD))
{
nAmount = d4(1);
}
else if (GetRange(6, nHD))
{
nAmount = d4(1);
}
float nMod = 0.0;
if (nTreasureType == TREASURE_LOW) nMod = LOW_MOD_GOLD;
else if (nTreasureType == TREASURE_MEDIUM) nMod = MEDIUM_MOD_GOLD;
else if (nTreasureType == TREASURE_HIGH) nMod = HIGH_MOD_GOLD;
// * always at least 1gp is created
nAmount = FloatToInt(nAmount * nMod);
if (nAmount <= 0)
{
nAmount = 1;
}
//dbSpeak("gold");
dbCreateItemOnObject("NW_IT_GOLD001", oTarget, nAmount);
}
Still seems to drop default gold though. I do not want to eliminate gold drops, just alter it.
Modifié par Fyrekrest, 31 janvier 2012 - 08:47 .