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Randomized Loot Plug-Ins?


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#1
ColorsFade

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I am wondering if anyone has used a randomize loot plug-in, and if so, which one and did you like it? How customizable was it? I've looked at a couple on the Vault but haven't seen quite what I am looking for. 

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
Dann-J

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I've been experimenting with a new system in a module I'm working on at the moment. Certain containers have an OnOpen script that generates semi-random items based on comma-delimited strings stored as local variables on the container. I use three variable strings; one has a list of template values, one has a list of maximum numbers, and one has a list of percentage likelihoods.

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
Tchos

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There's a built in script that you place on placeables in the On Open and On Death fields that generates random loot based on player level and variables you set for quality, quantity, and type. Can't see what it's called from here, but I expect it begins with "gp_" for generic placeable.

Modifié par Tchos, 22 mars 2013 - 12:28 .


#4
Tchos

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Oh, and for plugins, take a loot at the Legends Loot plugin. I believe it's one of the ones that work on single player modules.

#5
Shaughn78

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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.

#6
ColorsFade

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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
ColorsFade

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Upon further inspection, this appears perfect Shaughn78 . I can't see any references in the des_treas_ files for the crafting distillables, so I am guessing those were specifically placed by the game creatures (and that seems accurate, because the walkthrough's specify them exactly).

This is great. I can randomize loot! WOOOOOOHOOO!

#8
Morbane

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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.

Modifié par Morbane, 29 mars 2013 - 05:20 .


#9
ColorsFade

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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
Morbane

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...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.

#11
ColorsFade

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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
PJ156

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Loot is a big issue for me, I am running through my work and I have realised I have got it wrong. I wont change it now but the point for me is that it has to be thought about from the start and all the way through.

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_*

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Put the variable X2_L_NOTREASURE in the variables bit of the module properties and set the int bit to 1 that will instantly cut down on loot. You could also not sell weapons above a certain + and just use them as treasure, only have potion and jewellery shops or just make all magical things treasure.

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.