ShaDoOoW wrote...
You can also use the default NWN treasure system....
What ShaDoOoW is referring to is actually the XP1 Treasure Generation System, first introduced in SoU. It is fully explained in x0_i0_treasure.nss - the library include for the system. In addition to defining treasure drops for areas the system also supports sub-categories: Armor, Books, Clothing, Gold, Melee Weapons, No Ammo Weapons, Potions, and Ranged Weapons.
ShaDoOoW was slightly off about the setup though. As taken from the include...
SETUP:
Create four module-wide base containers (for low, medium, high,
and unique treasure items) and place them anywhere in your
module. Make sure that they are in locations inaccessible to the
players, though!
Give these module-wide base containers these tags (or just use the
blueprints):
X0_MOD_TREASURE_LOW - low-level treasure
X0_MOD_TREASURE_MED - medium-level treasure
X0_MOD_TREASURE_HIGH - high-level treasure
X0_MOD_TREASURE_UNIQ - unique treasure items
Fill the instances of these base containers with appropriate treasure
for your module.
For any areas where you want finer control over the treasure,
simply create additional base containers (you don't need all four
-- any one that you skip will fall back to the module-wide version)
and place them in the area. Give them these tags (same just without
the "MOD"):
X0_TREASURE_LOW - low-level treasure
X0_TREASURE_MED - medium-level treasure
X0_TREASURE_HIGH - high-level treasure
X0_TREASURE_UNIQ - unique treasure items
For any treasure container, use one of the following scripts
as BOTH the OnOpen/OnDeath handler:
Any Treasure: x0_o2_any{low,med,high,uniq}
Books (book, scroll): x0_o2_book{low,med,high,uniq}
Potions: x0_o2_potn{low,med,high,uniq}
Armor (armor, shield, helm, boots, etc): x0_o2_arm{low,med,high,uniq}
Weapon: x0_o2_weap{low,med,high,uniq}
Gold: x0_o2_gold{low,med,high,uniq}
Others may also be added.
It can also be modified for Monsters/NPCs based on Tag or Racial Type.
Modifié par Pstemarie, 30 octobre 2011 - 10:12 .