Randomized Loot Plug-Ins?
#1
Posté 21 mars 2013 - 03:44
As I am in the process of building my campaign, once thing that is giving me pause is loot. Major loot I'm not worried about - everything in the game that is noteworthy will be specifically designed and placed.
What concerns me is a quick way to deal with random common loot that the PC can take and sell for coin, some of which might be useable as components for certain NPC's to utilize to make special items.
For instance, I am nearly finished with a crypt area, and there are a lot of grave/sarcophogis that can be opened and looted. I haven't placed any loot in there. I would like to simply allow some random, common loot to show up when the object's inventory is accessed. I'd like to be able to do something as simple as place a variable on the container to determine the appropriate level range of the loot generated, and then let a script do the work.
I also want some control over what items appear in the random loot table. For instance, there's no crafting in my mod, so any of those items appearing would be pointless. Being able to customize the loot generator is important.
I know I can write my own script to do this, but it would be tedious to go through all possible items and list them out for the script to use. If tedious has to be the way, I'll do it. But I wanted to see if the collective wisdom of the message board already had a better way.
Thanks!
#2
Posté 21 mars 2013 - 10:20
A chest containing potions could spawn [light, medium, serious] cure potions, with maximum numbers of [4,3,2] respectively, and percentage likelihoods of [75,50,25] respectively. So there would be a 75% likelihood of getting between 1 and 4 light healing potions. If any likelihood is less than 100% then there's even a chance you get nothing at all.
That way you can control what sort of items are found in the container (so you don't get an eclectic mix of mismatched junk), but there's still an element of randomness so that players can't simply memorise what is in each container if they replay the module.
Modifié par DannJ, 21 mars 2013 - 10:24 .
#3
Posté 22 mars 2013 - 12:28
Modifié par Tchos, 22 mars 2013 - 12:28 .
#4
Posté 22 mars 2013 - 01:43
#5
Posté 22 mars 2013 - 02:32
gp_treasure_op_de it will spawn loot with the on open and death and destroy certain consumables when the chest is bashed. It works off od variables and allows you to control what type of treasure and quality.
For a bit more control
X0_I0_TREASURE (the include script)
It will allow you to set certain scripts on the loot containers and they will randomly pull loot from certain chest (tag based not accessible to player) that you fill with you random loot. The chest can be module or area specific.
#6
Posté 22 mars 2013 - 03:09
Shaughn78 wrote...
There are 2 good scripted loot systems that are included with NWN2.
gp_treasure_op_de it will spawn loot with the on open and death and destroy certain consumables when the chest is bashed. It works off od variables and allows you to control what type of treasure and quality.
For a bit more control
X0_I0_TREASURE (the include script)
It will allow you to set certain scripts on the loot containers and they will randomly pull loot from certain chest (tag based not accessible to player) that you fill with you random loot. The chest can be module or area specific.
Thanks Shaugh78! I was hoping there was something built into the default game. 'll check those out!
#7
Posté 22 mars 2013 - 02:14
This is great. I can randomize loot! WOOOOOOHOOO!
#8
Posté 29 mars 2013 - 05:19
Modifié par Morbane, 29 mars 2013 - 05:20 .
#9
Posté 29 mars 2013 - 02:47
Morbane wrote...
gp_treasure_op_de is incomplete - various variables have been disabled in the stock script - a little tweaking and your loot table could easily be more rounded. especially if ur mod goes to lvl 20.
I looked at that script when I started to use it, and the only thing I noticed that was commented out were magic items, which is fine, because I don't want characters to find magic items as random loot. If they are going to get a magic item (like a +1 sword) I will place it there deliberately.
What I don't want to have to place deliberately is random mundane loot, scrolls, potions, etc... That would get tedious fast
#10
Posté 29 mars 2013 - 08:32
#11
Posté 29 mars 2013 - 10:36
Morbane wrote...
...which is likely why they did it - but i figured that having that capacity available for lvl 20 chars and the ability to assign the variable when needed - lvl 20 leave +1 items or hoard them for resale.
I have thought about that. Quite a bit actually.
My hope is that I'll be able to put in enough really spectactular loot so that the PC can sell one really unique item instead of a bag full of +1 longswords. Because it's always kind of bugged me that at lower level you have to fight and claw to finally get a +1 weapon, and then later on they get handed out like candy. I want to maintain some level of consistency with this. We'll see if I can do it
#12
Posté 30 mars 2013 - 01:08
It is very easy to let this slip as the characters prgress as CF just said.
If +1 swords are junk when the player is lv 14 why were they not when the player was lv 4.
In my mod I think the magic is alright but I let too much cash go. So the player does not own a +3 sword, everyone in the party does. That is a problem I can fix but, at this late stage, I am not sure I ant to as it is a problem that progresses over several modules.
CF you can always have the shops give less for an item, but I don't think that is satisfactory either.
More on topic I would say that you should not have a random script, but as Dann suggests, it should be semi random. You should control the flow of cash and items so as to create balance.
Apologies for the spelling and typing. I have been to the fridge a couple of times too many this evening.
PJ
#13
Guest_Iveforgotmypassword_*
Posté 30 mars 2013 - 10:23
Guest_Iveforgotmypassword_*
It's hard to deal with loot and it easily flies out of control when you can have a PC of any class because treasure has to suit all and that way you get more stuff which creates more wealth and less excitement on discovery. My first mod left the PC as a millionaire so what I did was put a shop right at the end so inventorys could be cleared and the players could see how rich they were if they wanted.





Retour en haut







