Added DMFI
Added DMFI. Set Diamond Golem appearance size to large. Full compile. Updated release archive.
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52
_module/nss/re_treasure0.nss
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52
_module/nss/re_treasure0.nss
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//::///////////////////////////////////////////////
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//:: Name re_treasure0
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The purpose of re_treasure# scripts are to generate
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random treasure on a creature created via the BESIE
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Random Encounter System by Ray Miller. These scripts
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are called via an ExecuteScript() function from within
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"re_rndenc". The object executing this script is passed
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as the creature to be given treasure, so this creature
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can be refered to as OBJECT_SELF.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Ray Miller
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//:: Created On: 10/27/02
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//::////////////////////////////////////////////////////////////////////////////
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/*
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This is the standard treasure script for the BESIE Random Encounter System
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By Ray Miller. Prior to v1.8 This script executed a series of functions to
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bestow treasure upon creatures generated by the system. The problem was that
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there were to many function which looped too many times and would sometimes cause
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the spawner to abort with a "too many instructions error". So now we just use it
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to bestow money.
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Please note that the amount of treasure that should be rewarded for an encounter
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or in a module is very subjective. Some will consider this amount far too generous
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and some too greedy.
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*/
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////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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if(d100()>66) return;
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object oCreature = OBJECT_SELF;
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object oMarker;
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if(GetRacialType(oCreature) == RACIAL_TYPE_ANIMAL
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|| GetRacialType(oCreature) == RACIAL_TYPE_VERMIN) return;
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float fChallengeFactor = GetChallengeRating(oCreature) * 30.0;
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float fFactor = IntToFloat(Random(5) + 2);
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int iTreasure = FloatToInt(fChallengeFactor / fFactor);
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int iType = GetRacialType(oCreature);
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CreateItemOnObject("NW_IT_GOLD001", oCreature, iTreasure);
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if(iType == RACIAL_TYPE_UNDEAD || iType == RACIAL_TYPE_ABERRATION)
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oMarker = CreateItemOnObject("NW_IT_MSMLMISC21", oCreature, 1);
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else if(iType == RACIAL_TYPE_CONSTRUCT ||
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iType == RACIAL_TYPE_ELEMENTAL ||
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iType == RACIAL_TYPE_OUTSIDER)
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oMarker = CreateItemOnObject("NW_IT_MSMLMISC11", oCreature, 1);
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else
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oMarker = CreateItemOnObject("NW_IT_MMIDMISC05", oCreature, 1);
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SetLocalInt(oMarker, "bItemForGold", TRUE);
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}
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