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Random loot discovery


Achilles

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Well, this is actually the second time I came across this, but the first time it happened it was late and I was tired, so I didn't pay it much attention. Enough with the preamble.

 

Anyways...it appears that random loot script checks the override folder when generating stuff and things. After Drakonnen released his armors, I added them to my Override folder and later in that game, I looted one of the helmets. I thought maybe his helmet overwrote an existing helmet, but I check and it didn't.

 

I chalked it up to fluke and made a mental note to check into it later, but when later actually happened my computer had crashed. I was too busy buying new compy components to pay much mind, but luckily it just happened again with another mod that I made.

 

So the hypothesis is that the random loot script thingy will account for items added to the Override folder. I know that it happens cuz I've witnessed it twice. I guess the thrust of this message is two-fold:

 

1) Hoo-freakin'-ray!!! :bounce1: and

2) Could a resident scripting guru please confirm that this functionality is indeed written into the scripts? This would help me eliminate "mental instability" and "demonic hard drive" from my list of possible causes for this phenomenon.

 

TIA!

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I've never seen this happen, myself...

 

Having mod items pop up would be very nice, though.

 

Is there a function to check lockings on a placable, by chance? If so, maybe an edit to the script could fix one of my major rants about TSL. If I open a locked container in a locked room, I expect MORE than a single adrenal stimulant for all my successful rolls. Any good GM who isn't wanting to be cruel should know that. :p

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I know others have delved into this more than me, but from what I can see in the k_inc_treas_k2.nss, whether an override .uti is found is dependent on how the file is named.

 

k_inc_treas_k2.nss uses random number generators to create a prefix and another random generator to get the specific power level.

 

Here are the prefixes.

[size=1]        case 111: return("w_blaste_");
       case 121: return("w_brifle_");
       case 131: return("w_melee_");
       // lightsabers are left out of random treasure
       case 141: return("g_w_lghtsbr");
       case 142: return("g_w_shortsbr");
       case 143: return("g_w_dblsbr0");
       case 211: return("u_r_targ_");
       case 212: return("u_r_firi_");
       case 213: return("u_r_powe_");
       case 221: return("u_m_grip_");
       case 222: return("u_m_edge_");
       case 223: return("u_m_cell_");
       case 231: return("u_a_over_");
       case 232: return("u_a_unde_");
       case 241: return("u_l_emit_");
       case 242: return("u_l_lens_");
       case 243: return("u_l_cell_");
       case 244: return("u_l_crys_");
       case 245: return("u_l_colo_");
       case 311: return("a_belt_");
       case 321: return("a_gloves_");
       case 331: return("a_helmet_");
       case 341: return("e_imp1_");
       case 342: return("e_imp2_");
       case 343: return("e_imp3_");
       case 344: return("e_imp4_");
       case 411: return("a_heavy_");
       case 421: return("a_medium_");
       case 431: return("a_light_");
       case 441: return("a_robe_");
       case 511: return("d_utility_");
       case 521: return("d_interface_");
       case 531: return("d_armor_");
       case 541: return("d_shield_");
       case 551: return("d_device_");[/size]

 

The power level is a 2 digit suffix appended to the prefix listed above. It also represents the relative strength of the item.

 

The script determines power level based on the PC Level with a +2 to -5 modifier randomly added. (Minimum=1.) If the power level calculates to be above 30, a penalty of 0-6 is applied. There is also a chance that rare items will be found which have a +5 bonus added to the power level.

 

That's about it. Basically if you name your item with one of the templates listed above and use a relatively low two-digit suffix, you'll probably find the item randomly generated in the game at some point.

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