Summary : random treasure generation system utilizing dynamic item property application via the scripting controls in HotU. Suite includes all item blueprints, modified BioWare OnSpawn scripts, and system includes to generate random (and often unique) magic items, crafting materials (excepting trap construction), gems, potions, scrolls, wands/staves/rods, and magic containers. -Demo module set up for DMs and/or players to violate.. erm use. **Updated RC1 Requires NWNX2 for naming functionality although database connectivity is not necessary. Dramatically improved performance. Demo module included is the former RTS 8.1.1 demo due to the new NWNX requirements, but will give you the gist of the system's capabilities. See the about_rts.txt for full information and installation instructions.
this script isn't in database so i can't compile this .Do you think that system scripts will work on nwn 2 also ?
I really don't know what to do with this nwnx , it would be better to write a script in normal mode without nwnx because later there could be a problem.
Posted by Anonymous ( 201.29.xxx.xxx ) at 2006-05-31 08:03:36
what line i must change on rts_naming plz post here how to use biowareset name instead of harshe functions
thnx
Posted by Fleshmelter at 2006-04-29 08:36:12 Voted 10.00 on 04/29/06
With the new bioware script command i can now justify giving this a 10.00 cause it is absolutely awesome!! _________________________ PW Action Server:
| Chaosgate |
Posted by Fleshmelter at 2006-04-29 08:33:37 Voted 10.00 on 04/29/06
Lol this works absolutely perfect with 1.67 only one line command change in the Rts_naming script, and walla no hang ups on naming or anything. So glad bio put in setname(); _________________________ PW Action Server:
| Chaosgate |
using the new patch 1.67 things can made on this system to make it much more smoooth and light without need of use of harshed and nwnx plllz make a n update for ussss
Posted by DM_Gath ( 24.171.xxx.xxx ) at 2005-11-22 20:23:33
Did you follow the instructions in the readme? While there are alot of steps, its pretty clear cut.
It sounds as if you didn't put the necessary bits into your event scripts.
I can not get this script to work, I have gone though and made adjustments that should make things always drop items and even turned on the debug and nothing works, all I get is gold dropping from mobs. It was difficult to even figure out how to adjust item droppage, I would really like to get this script working, any ideas?
Thanks much for pointing that out here and in email Chris!
The problem appears to be with the tag-based scripting and the optimization (-o) function of nwnnsscomp. The only item in the entire suite which uses this is the Global Treasure Modifier Amulet. I'll see if I can find a scripted workaround to remedy the optimized execution of that compiler and post it in the next release candidate.
In the meantime, as Chris dutifully pointed out, if you compile without the -o flag, or remove the globaltreasuremo and glotreas_* scripts from your build and instead rely solely on the onLoad value, you'll be fine.
Posted by chris421 at 2005-08-28 10:45:39 Voted 10.00 on 08/28/05
Amazing work!!! But I've stumbled onto a major prodblem when using the PRC Compiler. When I compile either the example mod, or the example mod updated with the RC1 ERF, I get a STACK UNDERFLOW in globaltreasuremo (OID 80000000). Any ideas before I compile your stuff in debug mode and shoot it myself? Thanks. Voted a 10 regardless. Impressive work.
Posted by chris421 at 2005-08-28 09:53:37 Voted 10.00 on 08/28/05
Amazing work!!! But I've stumbled onto a major prodblem when using the PRC Compiler. When I compile either the example mod, or the example mod updated with the RC1 ERF, I get a STACK UNDERFLOW in globaltreasuremo (OID 80000000). Any ideas before I compile your stuff in debug mode and shoot it myself? Thanks. Voted a 10 regardless. Impressive work.
Posted by chris421 at 2005-08-28 09:34:10 Voted 10.00 on 08/28/05
Amazing work!!! I did notice however that when compiling your example module with the PRC Compiler, any attempt in-game to do anything with the Global Treasure Modifier results in a "Script globaltreasuremo, OID: 800000000, Tag:, ERROR: STACK UNDERFLOW" error. Any ideas before I try mucking with the script debugger?
Posted by Inari ( 68.249.xxx.xxx ) at 2005-08-18 12:48:47
*Does a joyous happy dance, and gives Todmaerin a hearty clap on the back.*
Release Candidate 1 has just been uploaded. I'm sure there are a few lingering bugs with itemproperty application and the naming routine-- if you stumble across any, kindly drop me an email and I'll get to correcting them.
Posted by inari ( 68.77.xxx.xxx ) at 2005-08-10 22:07:20
Sounds sweet, I can't wait :) Question, will your system assign weaponspells/armorspells (ie: onequip, or onhit spells)? While I've puttered with your system quite a bit, haven't playtested it heavily, mostly been trying to get it to work with my favorite module (chainmail), which it won't (argh) as kadamait has written all of these custom loot scripts and I'm not half the scripter required to patch your stuff in, sigh. I'll keep pluggin at it though, what I lack in talent I make up for in stubborness :)
Posted by inari ( 68.77.xxx.xxx ) at 2005-08-10 22:01:26
Sounds sweet, I can't wait :) Question, will your system assign weaponspells/armorspells (ie: onequip, or onhit spells)? While I've puttered with your system quite a bit, haven't playtested it heavily, mostly been trying to get it to work with my favorite module (chainmail), which it won't (argh) as kadamait has written all of these custom loot scripts and I'm not half the scripter required to patch your stuff in, sigh. I'll keep pluggin at it though, what I lack in talent I make up for in stubborness :)
Posted by inari ( 68.74.xxx.xxx ) at 2005-08-10 20:39:10
Sounds sweet, I can't wait :) Question, will your system assign weaponspells/armorspells (ie: onequip, or onhit spells)? While I've puttered with your system quite a bit, haven't playtested it heavily, mostly been trying to get it to work with my favorite module (chainmail), which it won't (argh) as kadamait has written all of these custom loot scripts and I'm not half the scripter required to patch your stuff in, sigh. I'll keep pluggin at it though, what I lack in talent I make up for in stubborness :)
That's great news :) I'll probably still include a SQL switch with included storage, just for giggles.
In the rewrite so far, I've managed to increase nw_c_default9's performance by a factor of 6-- its down to about 18ms execution which includes item naming in the creation process. As of now, the following will be required for the next version of RTS:
NWNX2
Dazzle's NWNX functions module
NWNX Hashset
While NWNX is required, database connectivity is not necessary at this point. All said and done, I hope to have the update polished and released late next week.
Posted by Inari ( 69.219.xxx.xxx ) at 2005-08-09 17:10:21
Actually, you can ignore the request for sqlite from me now, after 9 months of messing with mysql, it actually finally freaking works! :) But thank you for consideration to the plight of the databasedly challenged just the same :)
When I get around to the persistent storage to include in the system, I'll play around with how well SQLite handles blobbing for item storage. If there aren't any issues there, I'll add a toggle in the config for MySQL/SQLite usage.
The naming function (which is about 60% complete) requires NWNX2 to be running with Dazzle's NWNX Functions module to work-- you do not need to bounce the items into a database to manipulate the name.
I'm trying to overcome the challenge of feeding the naming function into a valid identify/examine action; if worse comes to worse, players will be able to identify the class and attributes of an item (eg. "Major Magic Dagger with ItemProperty X, Y, Z"), then hire a lore master to research its actual name (eg. "Glimmering Dagger of Haste".)
Cursed items will work in much the same way, although a named item will be renamed OnEquip when the curse is discovered. If anything changes in this department, I'll be adding more curse effects.
Anyway, I've got my work cut out for me. Hope to release soon!
-Tod
Posted by Anonymous ( 68.77.xxx.xxx ) at 2005-08-05 07:35:40
Simple, well it would seem simple to me but I code not, request for the new version. I see that you are going to make the db it accesses MySQL, could you also make it connect with SQLite, MySQL absolutely refuses to work on my system and this is great code, would hate to lose the ability to use it.
Posted by Anonymous ( ..xxx.xxx ) at 2005-04-22 09:49:00
its easy what i do :
in rts_inc_loot u add/change :
void GenTreasure()
{
GetLootTable();
GenGold();
CreateCraftMat();
int nxloot = d100(1);
if (nxloot >= LOOT_DROP_POSSIBILTY) {
if (GetLocalInt(oNPC, "CommNum") >= 1) CreateCommonItems();
if (GetLocalInt(oNPC, "MinNum") >= 1) CreateMinorItems();
if (GetLocalInt(oNPC, "MajNum") >= 1) CreateMajorItems();
}
}
and in the constant file u set value for LOOT_DROP_POSSIBILTY
Set it to 90
int LOOT_DROP_POSSIBILTY=90 and 9 times out of 10 you get
gold and the other time the loot scripts fire.
sounds like u need a different loot script.. look for SS Treasure (or siliconscout) his system is very nice...and sounds closer to what u want.
Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 400 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based) _________________________ GK
Posted by Anonymous ( 200.165.xxx.xxx ) at 2004-08-21 01:00:00
i want to make the possibility to drop one item is 10x more harder than drops gold
example in each 50 monster that i kill 45 times it will droop gold or other things... and the other 5 times can be other type stuff random (minor,lesser,major itens)
will be more precious in this way than every monster drops a lot of things
can you do it?
or you are leave the project?
thnx
Posted by LadySakor ( 68.148.xxx.xxx ) at 2004-08-06 14:18:00
Was wondering if there was a way to limit what enchantments go on the items?
And are the drops based off the creatures cr... or is it done by player level... and how easy would it be to alter it... its not very balanced if a cr1 goblin will drop just the same as a cr20 dragon just because of the level of the player that kills it.
Also ive tested it a bit.. and is there a way to set it up to not generate certin types of items.. as ive found my npc type encounters will acutly switch up there weapons if they have a different weapon in there inventory.
Any chance of seeing class-based (or, perhaps better, merely class-influenced) treasure generation in the rewrite? How about taking into consideration the class(es) of any henchmen/familiars, etc, along with the player of single player modules?
_________________________ There are 10 kinds of people in the world: those who understand binary, and those who don't.
Any chance of seeing class-based (or, perhaps better, merely class-influenced) treasure generation in the rewrite? How about taking into consideration the class(es) of any henchmen/familiars, etc, along with the player of single player modules? _________________________ There are 10 kinds of people in the world: those who understand binary, and those who don't.
I'll be getting back to working on this this weekend now that things in life have settled down. Expect an update (concurrently developed with a Carpe Terra initiative) in the next couple of weeks. I'm going to totally rewrite the suite.
To address issues:
@Ondaderthad:
Potions: are you certain that the blank potions you're finding aren't just the empty bottles for the Brew Potion feat? I just ran a test with 8.1.1 under 1.61; both empties (for crafting) and regular potions are being generated and usable.
NPC Remove Curse: I'll have that fixed in the next update.
The potion bottles come out as blank potions. I have never seen one generated with any ability.
You still get my vote with a good score.
Thanks for a great script.
Builder/Admin of the Area32 server. ip# 195.22.95.36 Builder/Admin of the Area32 server. ip# 195.22.95.36 _________________________ The Best PW system is getting even better. PLATEMAIL Tech Preview
I have a problem with an NPC cleric casting remove curse.
The curse is removed but the item is not.
And it is no-drop so the PC is stuck with it.
Anything needs to be configured for that?Builder/Admin of the Area32 server. ip# 195.22.95.36 _________________________ The Best PW system is getting even better. PLATEMAIL Tech Preview