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NWN SCRIPTS

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Title  Commche's Random Loot Generation System v2.0(final)
Author  Commche
Submitted / Updated  12-28-2006 / 07-01-2010
Category  Scripting routines
Expansions  Requires Both Expansions (SoU & HotU)
Format  Module and Code
Type  Type - Other
Includes  None
Description
Commche's Random Loot Generation System v1.1 (final)

(corpse system built in)
(socketed item system built in)

Corpse System (Blackfield's)
- Corpses generate a pool of blood
- Corpses clean themselves up after a set amount of time
- After looting or if a corpse expires, bones are left (looks pretty cool to return to the battlefield and see all the bones)
- Raisable corpses
- The system doesn�t touch default nw scripts. All you need is one command in the ondeath script (LeaveCorpse())

Loot Generator
- All loot types are generated: weapons, armor, jewellery, potions, scrolls, rods/staves, misc wearables (boots, cloaks etc)
- Loot is color coded and named based on the quality of the item
- The quality of the loot is determined by the level of the creature using a quality range system
- Wearable loot is generated with a variety of different names
- Chance for socketed, worn and broken items
- Chance for extra powerful item (1 in 5000 is default)

Socketed Item System (Scarface's)
- This is built into the loot system
- Socketed items will drop with a randomly chosen number of sockets (up to a max of 6)
- Socketable gems will be generated under the item quality system conditions
- Number of sockets left (next to the item name) is updated after using gems
- Socket and gem variables are reassigned to exported chars with such items on them or in their inventory (when they reenter)



Magic Level: See the screenies for typical drops. These were the first thing that spawned in the chest after changing the quality rating.

At the moment it's configured for my upcomming hack n slash mod. It's kind of low magic to begin with but gains momentum as you level.

You would only need a little scripting knowledge to tweak it to suit your tastes.


The system is quite random. For example, you could get an enchanted drop at lvl 30 or if you are lucky, a powerful one at lvl 7. There is always the chance of a broken item too. Worn and broken items won't drop from the chests in the demo. Only from the creatures.


Note* While module ready, this is a FRAMEWORK only. You can configure it as you like. Please email me at [email protected] if you need my help. I would be more than happy to expand, customise, tweak and help you get it to do exactly what you want it to.


the download is a .zip file, so mac users can also enjoy this system!





* Now included *
Item Sets
=========

- Class specific
- Incremental Set Bonuses
- Set Completion Bonus
- Dynamic No Of Set Items Possessed (displayed on each set-item that you possess)
- Set Bonus Effects
- Set Completion Effects
- Multiple Set Wearing

eg #1: You could possess 3 of the 6 mage set pieces and next to each of that set item's name would be "(3/6)". At the same time you could also have 2 of the 4 warrior set pieces which would be displayed as "(2/4)" in the name on EVERY set piece from that set in your possession.

*This is dynamically updated each time you acquire or drop a set-piece

eg #2: You could be wearing 4 of the mage's set for +INT and concealment whilst st the same time wearing 2 of the fighter's set for the +STR bonus

(not that you'd really want to - just an example)

Version History
===============
1.1 Changes:
- added 5 more monk glove appearances
- added 12 more monk glove names
- Fixed bug where broken or worn items come up as "Broken Armor" rather than using the name of the item
- added an excel doc with all of the generation data to help with the design phase of customisation.

1.2 changes
- fixed a bug where monk items dropped based on GetFirstPC() rather than GetLastKiller()
- fixed the animation bug where player stands up before finisging looting
- fixed a randomizing bug in the misc item dropping system
- added framework for ItemSet system (its all greyed out so it won't affect anything)

2.0 changes
- fixed item property duping which caused incorrect quality ratings
- revamped the quality naming convention
- fixed ranged & ammo property generation system
- increased ranged weapon drops for balancing
- implemented class item sets
- updated socketed items system
- load optimization for PWs

Files

NameTypeSizeDownloads
CRLGS_v2.0.zipCRLGS_v2.0.zip
Submitted: 12-28-2006 / Last Updated: 09-24-2007
zip404.44Kb2631
Commche's Random Loot System v2.0(final)
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29 votes
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SCREENS

The Demo


Socketed Shield


Spell Slot Support


Generated Weapon


Can't socket that gem!


The result


Socketing a gem


Bones!


Blood pool


Range 1 (lvls 1-5)


Range 2 (lvls 6-10)


Range 3 (lvls 11-20)


Range 4 (lvls 21-30)


Range 5 (lvls 31-40)


The System Revealed





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