Version 1.1
http://neverwinterva...gus-loot-system
It makes use of merchants to enable builders to manage loot lists in the tool set. Local Variables on the lootable object enable you to customize the behavior. Axe's Killer Loot Generation system was an inspiration, but I wanted to avoid his use of 2DAs so that a builder could tweak the loot lists only using the toolset.
A couple features that are relatively novel:
- you can specify a maximum number of loot items to spawn
- configure minimum and maximum values for all loot (value is total GP value of all loot) spawned in a container
- minimum and maximum values for loot can optionally scale with PC level
- multiple sources for random loot can be combined in each lootable container (gem merchant + weapon merchant + potion merchant + pile of coins etc...). Builder identifies which sources to use at each loot drop.
- each source of loot has a percentage chance to spawn at a drop. builder configures this on the lootable object
Downside:
I've noticed that when spawning lots of loot (5 or more items) from large lists (longer than 600 items) the script can time out from too many instructions. I haven't found the actual upper limit because after making some improvements to the code I have not noticed this problem anymore in the demo module, but consider yourself warned. If you plan on stuffing each of your loot merchants with many 100's of items and using them all at once, you could run into TMI problems.
TMI issues solved in v1.1