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NWN SCRIPTS

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Title  Random Treasure System (Dynamic Item Properties) - RC1
Author  Todmaerin
Submitted / Updated  01-05-2004 / 11-22-2006
Category  Scripting routines
Expansions  HOTU-1.66
Format  Module and Code
Type  Type - Rewards
Includes  BioWare Standard
Description
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.

Files

NameTypeSizeDownloads
RTSRC1.rarRTSRC1.rar
Submitted: 01-05-2004 / Last Updated: 08-18-2005
rar227.13Kb562
WinRAR archive contains RC1 importable .erf, old RTS Beta 8.1.1 demo module, about_rts readme.
SCORE OUT OF 10
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Comments (30):

1 2 3

Posted by Anonymous at 2005-08-0507:35:40    
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 at 2005-04-2209:49:00    
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.

Posted by giantkin at 2004-08-2120:04:00    
blank 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 at 2004-08-2101:00:00    
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 at 2004-08-0614:18:00    
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. thanks Lady Sakor

Posted by Araynon at 2004-06-1214:44:00    
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.

Posted by Araynon at 2004-06-1214:44:00    
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.

Posted by Braendilius at 2004-03-0505:41:00    
Ho there! 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. Thanks for the feedback and support! -Tod

Posted by Ondaderthad at 2004-03-0117:48:00    
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

Posted by Ondaderthad at 2004-02-2616:37:00    
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

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