Author Topic: Random Creature Drops  (Read 445 times)

Legacy_Badwater

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Random Creature Drops
« on: June 18, 2011, 04:05:19 am »


               It kind of sucks that we lost the Bioware board info where scripting was concerned. I'm sure there would be an answer for this question.

My module has random chest drops. I need a script or system for random creature loot drops.

This module is a low gold, low magic world, and the random loot downloads that I'm seeing on the vault are way too overpowered for my needs.

For the most part, enemies on my module won't drop anything. I'd like the ability for specific creatures to drop specific random loot that already exists on my palette - I don't need oodles of new things or randomly generated drops! So I'd like a script or dowload that uses what is on my Standard and Custom palette, and would allow for randomly generated gold drops also, if that way desired.

Can anyone point me in a direction here? Much appreciated.
               
               

               
            

Legacy_MyKiara

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Random Creature Drops
« Reply #1 on: June 18, 2011, 04:17:10 am »


               We do something similar in our mod.  We simply use the low/med/or high area treasure chests and put the items that we want the creatures to drop in those and place them in the area where the creature is.  

You can actually place more than one chest in an area but keep in mind that the creature will pull from whatever chest is closest to it at death based on the tag used for the drop.
               
               

               
            

Legacy_Badwater

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Random Creature Drops
« Reply #2 on: June 18, 2011, 05:19:41 am »


               The problem I see as you describe is that the vast majority of the time I want nothing dropped at all.

I guess what I would be after is a source chest that would have items pulled from it if variables on the creature pointed in that direction OnDeath. Problem is, I'm a scripting novice and only know what I'm after, not how to script it. '<img'>
               
               

               
            

Legacy_MyKiara

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Random Creature Drops
« Reply #3 on: June 18, 2011, 05:36:45 am »


               I also do not script.  We did not do any new scripting for the drops and the only creatures that do use the chests are the ones you tell to.

The script should be a standard one and you place it under the onspawn script of the creautre that you want to have loot.

The scripts are labled trealow for low treasure area on our mod and I am hoping I am correct that this is a standard script.  If not I can copy and paste it for you here.

You then use the Area Low Treasure Base Container found under the placeables and put 1 of each item that may spawn for the creature.  Sometimes a couple of items will drop and others just 1 will drop.  Sometimes just gold.  Since you want a low gold, low magic mod I would use the low treasure on normal basis so that the gold amount stays low as well.  I would place a wide array of items that could drop in the chest so that there the chest can spawn these items at random and give some variety to the players that come across these creatures.

Voila!  Treasure with no scripting!
               
               

               
            

Legacy_Badwater

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Random Creature Drops
« Reply #4 on: June 18, 2011, 06:22:05 am »


               Long day. In reading the x0_i0_treasure script, it seems I can have a chest that will drop loot that looks for a certain monster tag, so I think I will experiment with that and see if it does what I want.
               
               

               
            

Legacy_MyKiara

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Random Creature Drops
« Reply #5 on: June 18, 2011, 06:23:07 am »


               No problem.  If you don't get that figured out you can just give me a holler and I'll help you get the treasure chest set up.
               
               

               
            

Legacy_Badwater

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Random Creature Drops
« Reply #6 on: June 19, 2011, 12:43:01 pm »


               Well, my test of how I interpret what is in x0_i0_treasure seems to be in error. That script says that in order to spawn loot to a particular monster tag that you use X0_TREASURE_MONSTER_<monster tag>. That seems to not be working for me. I have two different tags for some gnoll monsters. One is JS_GNOLL and the other is JS_PLGNOLL. The base container of X0_TREASURE_MONSTER_JS_PLGNOLL seems like it's working but the JS_GNOLL clearly is not.

Do I have something wrong in how I've understood the instructions on x0_i0_treasure? Or is there a bug? Or should I be abandoning that for something else (since it's not the first time I've had to do that with NWN)?
               
               

               


                     Modifié par Badwater, 19 juin 2011 - 11:43 .