This zip has files to build custom treasure, store or creature contents, e.g.: 1.Set Treasure, so a bookcase gives a random 1st level scroll, a weapon rack has random weapons in it, or a dead body has one weapon and armour on it. 2.Set creature arms, so a wizard has a selection of scrolls and potions, a goblin has a one handed and a ranged weapon. 3.Set store contents, to have different contents each day, or each time you play a module. 4.Give each treasure type a chance of appearing. It has advantages over Bioware�s system; you only have to set it up once (done for you), and then you can customise your treasure as you like. In addition you can use it on placeables, but also to arm creatures, change store contents, etc. See The Wanderer modules for extensive use of these functions. Documentation included + both a light version and a full version with new functionality and 350 new items. My work can be found in B G P Hughes Tracker Portfolio
Posted by Goacore at 2008-07-01 16:19:50 Voted 10.00 on 07/01/08
Add ActionEquipMostEffectiveArmor(); to make your dynamic creatures equip the randomly generated armor. This gives a lot of variety to your monsters, nice script.
Posted by Pooka at 2005-08-02 12:42:44 Voted 10.00 on 08/02/05
I love this treasure system - simple enough for a none-coder like me to get to work and easily expandible outwards to cover every item you could ever want to add.
If I ever get around to completing my module, it will almost certainly be using this treasure system. Thank you so much for this!
Yes - he's correct, you just import, and next time you build your module (on the menu), make sure the compile scripts is checked. You should also build again any time you change the include files (the cu_magic ones).
And yes you can change for your own treasure types, just remember to change it to include your items using the resref, not the item Tag. _________________________ Works of B G P Hughes: Link
Posted by Lanndon ( 206.113.xxx.xxx ) at 2005-01-30 17:31:00
Thanks Giantkin. I'll give that a shot then :)
Posted by Lanndon ( 24.56.xxx.xxx ) at 2005-01-25 22:00:00
Sorry to post again so soon. I forgot the mention the Light version is missing resources as well:
cu_magichi.ncs
Did I get a bad download?
Posted by Lanndon ( 24.56.xxx.xxx ) at 2005-01-25 21:58:00
Hi Ben,
I tried to import the Full version and it tells me I'm missing the following resources:
cu_magicvariable.ncs
cu_magichi.ncs
Are these necessary to use your system? I really need something that allows me to get rid of the standard D&D items so I can replace the treasure tables with items specific to the world I'm creating (It's based on a series of books). Any help would be appreciated :)
No I'm not a professional programmer, although I have done a bit in the past on a really ancient system.
And you're in luck - the download now has the Wanderer files included, plus all the items, so you can use them in any module.
Let me have your feedback too - multiplayer feedback is pretty sparse, so I (and others) would appreciate comments and votes on whatever you play! _________________________ Works of B G P Hughes: Link
You have my Interest. My buddies and I have played The Wanderer and are now in The Wanderer II. You have done an outstanding job with these modules. Are you a professional programmer? Would you be willing to teach? :-) I can only imagine how long this must have taken to complete, and I'd love to see your Wanderer II files!
Posted by Gimlet at 2004-08-09 00:21:51 Voted 10.00 on 08/09/04
I realised when I played through The Wanderer the second time you must have a neat treasure system, because the loot on the corpses was relevant but never the same. I waited ages for you to post the full version - but it was worth it. It's so easy to modify to my own treasure - plus I'm going to keep a lot of yours!
The download now includes both a light version and the full version, with dozens of ready made scripts for treasure tables, plus standard and custom treasure tables and the items found in them. About 350 custom items are included, amongst them unidentifiable potions, items that recharge themselves, items that can be used to add properties, etc.
Please let me have feedback (I check back refularly) and I would appreciate comments/votes/opinions. You can see this system in action in The Wanderer series - my level up module also uses it on the store if you want to see an example execution (easily downloadable). No HAK is required. _________________________ Works of B G P Hughes: Link