cdaulepp's Random Loot Generator (need help disabling names)
#1
Posté 23 octobre 2013 - 02:58
I like DnD rare gear names not mmo style ones.
#2
Posté 23 octobre 2013 - 05:38
wouldn't hurt to recompile fw_container_on_open.NSS also.
#3
Posté 23 octobre 2013 - 06:56
The steps I just took are:
Open toolset and load module.
I opened first the switch file and made sure it was false.
I then opened fw_random, get_random and on_open (these refer to each file but are not the entire name)
I chose compile all open scripts and then took the compiled scripts pasted them and replaced into the random loot folder.
is this correct?
Before I may have not compiled it after the change perhaps.
edit:
I did all of the above and entered a cave in the Ironfist area and the first fight a piece of armor dropped and it was named moander's palm and had 3 different properties.
I even went into fw_random where you check what type of loot and left only the line for if it is a damage shield to give it a name. No matter what I do the names still persist.
Modifié par sapientCrow, 23 octobre 2013 - 07:06 .
#4
Posté 23 octobre 2013 - 08:25
I'm using v.2, changed the switch
const int FW_ALLOW_RANDOM_NAMES_OF_LOOT = TRUE;
to FALSE, recompiled and magical items no longer get weird names.
Ps. If cd's RLG is in your override you don't have to load any modules to open those scripts in the TS. The toolset should find them in override right away
pps. i'm not sure about "compile all open scripts" or whatever, but me I'd diligently make the change to the include, save it, then specifically compile fw_random... ( ie. the TS may be mis-compiling fw_random before saving inc_switches.. )
#5
Posté 23 octobre 2013 - 10:07
think I might give up and remove it completely if this time it doesn't work and just use your oc gem one with the difficulty mod. it is very confusing to say the least.
Do you know if the rolls happen on kill or when the module or area is loaded?
Oh btw thanks for the Difficulty Modifier. I am curious if you can explain to me how I can make the drops lower in that overall and lessen the higher level gems from dropping as well?
Modifié par sapientCrow, 23 octobre 2013 - 10:10 .
#6
Posté 23 octobre 2013 - 11:44
- to lower the % drops, reduce iMonstLevel near the top (change "12" to something lower, eg.)
- to lower the max drop, reduce the Effective Level somehow. (technically it should be done in the central algorithm but that's a b****). If iEffLevel is reduced too far it will cut the priciest drops altogether.
Recompile & set RANDOM_LOOT in difficulty.2da however you want ( see docs ).
If you don't want to give up on Cd's altogether, i suggest deleting your present version and starting from scratch. It could be that you actually have two copies of it, or at least two copies of 'fw_random_loot' kicking around --
ps. The Pia rolls happen when a creature is spawned. It might be on entering a module, an area, a trigger, a conversation, whenever. Requires that the critters have the default 'nw_c2_default9' script in their onSpawn event tho
I don't know how cd's RLG rolls happen (apart from an onSpawn via the Pia). I don't use it usually, and looking at it seems to indicate it should be set up when building a module. i just never felt the need to go through it and tweak it up... added it as an afterthought..
#7
Posté 24 octobre 2013 - 01:18
I think I am just stuck with random loot unless I am missing something.
I now removed the entire script folder of his from my override and set the pia to 1 which according to docs will only use yours. I am in the eyegouger area and just started it after making all those changes and dropping his random loot.
Still one of the orcs dropped an item with a random name. I do not get what is going on with his scripts at all. I have other scripts in my override and they all work right but his and now it seems its stuck somehow and I cant even get rid of it.
I dont know where else I could have duplicates of the folder or his script either.
I am not seeing the 12 you are referring to. I only see a check with 18 by imonster level in loot script. Also there are a number of efflevel.
Can yopu clarify a bit more on what needs to be done to reduce the overall drop rate and the drop rate of the higher level gems?
Modifié par sapientCrow, 24 octobre 2013 - 01:32 .
#8
Posté 24 octobre 2013 - 02:27
this determines how often pia_loot pops something:
if (d100() > 12 + iMonstLevel)
{
if (iDebug) SendMessageToPC(GetFirstPC(FALSE), "no Loot sry.");
return;
}It means, d100 has to be *less than* the hitDice of the critter ( + some arbitrary number ) to drop. Adjust the arbitrary #
And this, more or less, is the EffectiveLevel code:
int iEffLevel = ((iMonstLevel * 2) + iCharLevel) / 2; int iLevelMod = d8(3); iEffLevel = iEffLevel + 17 + iLevelMod;
EffectiveLevel is a combination of the monster's level, the PC's level, and another arbitrary #. Obviously the higher the EF, the pricier the drops become... i suggest removing the "17" above, or reduce the iLevelMod randomizer.
re. Eyegouger : it's vaguely possible that Cd's scripts got saved into your playthrough; but without knowing how you've got things setup it seems more likely that copies of them are still in Override somewhere, or the OC Campaign folder ?
[ EDIT ] I just did a compare on my script and noticed i've refined things some, so here's a link to the one I use: pastebin Pia_loot
don't mind all those comments.. feel free to copy & paste it over your current pia_loot script and compile. I think you'll like it better, although it's not *that* different, ( i cleaned it up some, hope it didn't screw up )
Modifié par kevL, 24 octobre 2013 - 02:52 .
#9
Posté 24 octobre 2013 - 03:14
Going to check it out. I honestly only got random loot generator because I thought it would give me more crafting items to go with tcc which I sue as well.
If rlg is saved into my playthrough is there any way to purge it out or am i stuck with it?
Because I no longer even have any of the scripts for rlg in my override and there is nothing I can find in the campaign oc folder.
I did have the demo module in modules folder but that is it and now that is deleted too
Modifié par sapientCrow, 24 octobre 2013 - 03:25 .
#10
Posté 24 octobre 2013 - 03:36
'fw_random_loot'
void main()
{}Compile it so there's an .Ncs file, then hopefully whenever the RLG tries to run it'll do this instead.
but .. it's possible you're still getting drops from spawns that happened a while ago
Modifié par kevL, 24 octobre 2013 - 03:38 .
#11
Posté 24 octobre 2013 - 04:19
Is it possible to force it off through the debug mode?
#12
Posté 24 octobre 2013 - 04:24
no need to set RANDOM_LOOT to 3, try it at 1 for awhile
#13
Posté 24 octobre 2013 - 05:37
#14
Posté 24 octobre 2013 - 06:32
like Sapient, the names just got to me; and the stats were just too arbitrary, like those random language generators are..
So with a big grain of salt, I noticed that the code will check for a variable "CR" on an object (chest or critter i guess) -- but when i set it to "30" (pretty darn high) i was only getting low level drops. So i don't know what's going on. cd's RLG strikes me as a grand foundation that needs a dedicated second-party person to give it a good rubdown and puffup.....
/shrug.
#15
Posté 24 octobre 2013 - 07:29
It's a good base, but needs some modification to make it work better and to your needs I think.
#16
Posté 25 octobre 2013 - 01:01
if in the future I do want to further adjust overall drop am I just focusing on the 12? and for high level drops the 1.9f?
I am still getting named drops randomly and I hope it is just because some are stuck in the stream and will eventually clear out. those scripts although very thoroughly commented and explained do not work at all right for rlg. I even have random named bullets and and ammo that have 0 properties on them.
#17
Posté 25 octobre 2013 - 02:31
I wrote that note trying to understand it, and now think it's redundant in the formula. This is what you'd be playing around with if you adjusted Availability:
f(x)=((cos(d))^(0.975/x))+(655x/(d^1.91))
not fun. I looked at the curve again in a 2d graph program and believe the two variables you need to achieve what you might want are iMonstLevel (or its dependencies) and iEffectiveLevel (or its dependencies). The first for frequency of drops (higher is more), the second for value of drops (higher is more).
[edit] MonstLevel is obviously linear: it's simply the probability that a monster drops an item (or two...)
EffLevel is on the other hand a weight or bias. The formula, itself, should take into account a wide range of values and automatically swing the probability toward higher and lower value drops. I'm not getting very pricy drops myself (a lot of malachite tbh), but you could change EffLevel by up to ~20 +/- or more, without making expensive drops entirely impossible. (in fact I don't think the formula allows cutting them out entirely -- just extremely, extremely rare, like 1 in 10,000)
Modifié par kevL, 25 octobre 2013 - 02:40 .
#18
Posté 25 octobre 2013 - 03:18
Question about the difficulty script:
If I set the pc_adj to 5 does this mean that for each 5 levels it will give +1 bonus up to the mex that is set in the other settings or does pc_adj negate the other settings altogether?
#19
Posté 25 octobre 2013 - 03:48
yes.sapientCrow wrote...
Question about the difficulty script:
If I set the pc_adj to 5 does this mean that for each 5 levels it will give +1 bonus
noup to the mex that is set in the other settings
noor does pc_adj negate the other settings altogether?
I don't like 'caps'
Lol, theoretically it's possible. What level was your PC? want to play with the numbers...... except I did get a red dragon hide from a whimpy orc.
#20
Posté 25 octobre 2013 - 02:33
I have been fighting mostly cr5 lately and they have gotten a max bonus of +1 or +2 on ac
If my character level was 20 they could only get a max of 4. So when would any creature ever get the +9 str? Wouldn't I need to be level 30 in order for a +6 to happen or is there other calculations in the script itself that has scaling? Thanks for the help on all this.
My character level was 9 at the time. I did get a wyvern hide as well. So far only the hides seem high at times. Ever since I changed the code to what you posted I rarely get high level gems.
I still unfortunately for whatever reason am getting named armor and weapons. I can load a game 10 times and enter an area and still get the exact same named item too so unlike your script that can be seen being applied on spawn rlg somehow got applied to areas I had not even been to yet. It makes no sense to me at all. What a pain those scripts are.
#21
Posté 25 octobre 2013 - 03:49
Most of the numbers, like bonus_str etc, in difficulty.2da are what the monster gets if it has CR=20. The bonuses scale down if the critter has less than CR=20, or more otherwise. Hence a PC won't get clobbered by a 1cr orc (not because of Pia, anyway)
pc_adj is something I added later, once i had an internal balance among all the other values. So i think of it as sort of a "unity gain" or master volume -- except it only goes up ( unless, if the balancing process is started with pc_adj set higher than 0, then you could turn it down (...up!) and the IG effect would reflect that on most all other parameters )
re. dragon hide. I punched in some numbers and agree it's a bit high. 1 in 20 ( if you're going to get a hide, rather than something else ). The wyvern hide looks like 1 in 8 ( again, if you're going to get a hide )
You can see the hide table near the very bottom of the script. Drop these values 400/1600/3200/5600, all of them by 200 i suggest as a quickfix
[ edit ] pc_adj and bonus_str will add together:
if pc_adj is 5, that's +1 (round down) for a 9th level PC
if bonus_str is 9, that's +2 (round down) on cr5 critters
strength gets +3 (unless Primary Mapping is on, in which case the bonus goes to the critter's highest primary ability, which may or may not be strength)
no worries mate.Thanks for the help on all this.
Modifié par kevL, 25 octobre 2013 - 04:20 .
#22
Posté 25 octobre 2013 - 04:20
uh yah, it's been a while. corrected above.
Modifié par kevL, 25 octobre 2013 - 04:23 .
#23
Posté 25 octobre 2013 - 06:25
off topic question:
do you know if reeron is active in here somewhere? I am trying to work with his spell improvements and his summon ones have no sources.
#24
Posté 25 octobre 2013 - 06:56
Don't know where Reeron is, but summoning should be controlled by 'nw_s0_summon.ncs'
#25
Posté 25 octobre 2013 - 10:34
and rlg is finally gone. do not know why it took so long. it is nice to be back to a more normal loot drop and with yours its perfect since I use tcc and that is why I even started a search for loot scripts.





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