/////////////////////////////////////////////////////////////////////////////// // lgs_cfg // written by: eyesolated // written at: July 5, 2004 // // Notes: Configuration File for the Loot Generation System, responsible // for outfitting monsters and generating loot const string CS_LGS_FIXEDLOOT_WAYPOINT = "WP_LGS_FL"; const string CS_LGS_FIXEDLOOT_ITEMCOUNT = "LGS_ICnt"; const string CS_LGS_FIXEDLOOT_ARRAY = "LGS_Arr"; const int CS_LGS_FIXEDLOOT_COUNT_DEFAULT = 2; // Set the following variable on a monster to the tag of a Chest in LGS Loot Chest // area to make the monster use that chest for fetching it's loot const string CS_LGS_VAR_CUSTOMLOOT_CHEST = "lgs_customchest_tag"; // The chance to actually pull from the customloot instead of randomly generating // If there is a custom chest tag and no chance set, chance will be CI_LGS_VAR_CUSTOMLOOT_CHANCE_DEFAULT const string CS_LGS_VAR_CUSTOMLOOT_CHANCE = "lgs_customchest_chance"; const int CI_LGS_VAR_CUSTOMLOOT_CHANCE_DEFAULT = 5; // Allow bashing of loot chests to open locks const int CI_LGS_CHESTS_ALLOW_BASH = TRUE; // Defines the FixedLoot Randomizer, which is always +/- the value. // When the loot count is 2, and the randomizer is 1, then the loot count will be // 1-3 const int CS_LGS_FIXEDLOOT_COUNT_RANDOM = 0; const int CI_LGS_DROPEQUIPMENT = FALSE; const int CI_LGS_CHANCE_LOW = 1; const int CI_LGS_CHANCE_MEDIUM = 2; const int CI_LGS_CHANCE_HIGH = 3; const int CI_LGS_CHANCE_VERYHIGH = 4; // Monsters with a CR below CI_LGS_CR_BOOST_UNTIL will get CI_LGS_CR_BOOST_VALUE // added to their CR for magical loot calculations const int CI_LGS_CR_BOOST_UNTIL = 6; const int CI_LGS_CR_BOOST_VALUE = 2; // This value will be added to the Creature CR to provide a higher Base iLvl // This will pan the ilvl Table towards higher CR const int CI_LGS_ILVL_ADDEDVALUE = 4; // Chance of a created equipment item being magical in % // The actual chance is this value + 1 * Creature Difficulty const int CI_LGS_CHANCE_MAGICAL_EQ = 15; // Loot Chances // CI_LGS_CHANCE_LOOT sets the chance of the creature dropping anything at all // If the creature fails this check, all following checks are omitted and the // creature won't drop anything at all const int CI_LGS_CHANCE_LOOT = 15; // Sets the chance of getting Loot const int CI_LGS_CHANCE_LOOT_IDENTIFIED = 100; // Sets the chance of a magical loot item being identified // Chance of Getting Gold // The actual chance is this value + 1 * Creature Difficulty const int CI_LGS_CHANCE_GOLD = 75; // Sets the chance of getting Gold via LGS if loot is to be dropped // Chance of a created loot item being magical in %, which will be modified // by the creature difficulty -> CI_LGS_CHANCE_MAGICAL_LOOT_BASE + (Difficulty * CI_LGS_CHANCE_MAGICAL_LOOT_MODIFIER) // Example: BASE = 5, Modifier = 0.5, CR = 10 --> 10% // BASE = 10, Modifier = 2.0, CR = 10 --> 20% const int CI_LGS_CHANCE_MAGICAL_LOOT_BASE = 100; const float CF_LGS_CHANCE_MAGICAL_LOOT_MODIFIER = 0.0f; // Chance of a monster that goes melee to get a second weapon to go dual-wielding const int CI_LGS_CHANCE_DUALWIELD = 5; // Equipment chances // Equipment chances are calculated the following way: // // Creature Difficulty (or CR if Difficulty is not set) * Chance + (Chance * 20) = Actual Chance // // Preset Values are: CI_LGS_CHANCE_LOW (CR * 1 + 20) // CI_LGS_CHANCE_MEDIUM (CR * 2 + 40) // CI_LGS_CHANCE_HIGH (CR * 3 + 60) // CI_LGS_CHANCE_VERYHIGH (CR * 4 + 80) // // VERYHIGH means that only creatures of really low level have a chance of // not getting an item. const int CI_LGS_CHANCE_BODYARMOR = CI_LGS_CHANCE_MEDIUM; const int CI_LGS_CHANCE_HELMET = CI_LGS_CHANCE_MEDIUM; const int CI_LGS_CHANCE_SHIELD = CI_LGS_CHANCE_MEDIUM; const int CI_LGS_CHANCE_WEAPON = CI_LGS_CHANCE_HIGH; const int CI_LGS_CHANCE_RANGEDRESERVE = CI_LGS_CHANCE_LOW; const int CI_LGS_CHANCE_AMULET = CI_LGS_CHANCE_MEDIUM; const int CI_LGS_CHANCE_RING = CI_LGS_CHANCE_MEDIUM; const int CI_LGS_CHANCE_BELT = CI_LGS_CHANCE_MEDIUM; const int CI_LGS_CHANCE_BRACERS_OR_GLOVES = CI_LGS_CHANCE_MEDIUM; const int CI_LGS_CHANCE_CLOAK = CI_LGS_CHANCE_MEDIUM; const int CI_LGS_CHANCE_BOOTS = CI_LGS_CHANCE_MEDIUM; // Loot Type relative Chances const int CI_LGS_LOOT_CLOTHING = 25; // 2.5% const int CI_LGS_LOOT_ARMOR_LIGHT = 20; // 2% const int CI_LGS_LOOT_ARMOR_MEDIUM = 15; // 1.5% const int CI_LGS_LOOT_ARMOR_HEAVY = 15; // 1.5% const int CI_LGS_LOOT_SHIELD_SMALL = 10; // 1% const int CI_LGS_LOOT_SHIELD_LARGE = 10; // 1% const int CI_LGS_LOOT_SHIELD_TOWER = 10; // 1% const int CI_LGS_LOOT_HELMET = 50; // 5% const int CI_LGS_LOOT_WEAPON_MELEE = 25; // 2.5% const int CI_LGS_LOOT_WEAPON_RANGED = 20; // 2% const int CI_LGS_LOOT_WEAPON_THROWN = 15; // 1.5% const int CI_LGS_LOOT_AMMO = 40; // 4% const int CI_LGS_LOOT_JEWELRY_RING = 30; // 3% const int CI_LGS_LOOT_JEWELRY_AMULET = 20; // 2% const int CI_LGS_LOOT_ACCESSORY_BRACERS = 50; // 5% const int CI_LGS_LOOT_ACCESSORY_GLOVES = 50; // 5% const int CI_LGS_LOOT_ACCESSORY_BELT = 50; // 5% const int CI_LGS_LOOT_ACCESSORY_CLOAK = 50; // 5% const int CI_LGS_LOOT_ACCESSORY_BOOTS = 50; // 5% const int CI_LGS_LOOT_SCROLL = 75; // 7.5% const int CI_LGS_LOOT_BOOK = 15; // 1.5% const int CI_LGS_LOOT_POTION = 90; // 9% const int CI_LGS_LOOT_WAND = 50; // 5% const int CI_LGS_LOOT_MEDKIT = 70; // 7% const int CI_LGS_LOOT_TRAPKIT = 15; // 1.5% const int CI_LGS_LOOT_THIEVESTOOLS = 25; // 2.5% const int CI_LGS_LOOT_CONTAINER = 20; // 2% const int CI_LGS_LOOT_MISC = 10; // 1% const int CI_LGS_LOOT_BOMB = 15; // 1.5% const int CI_LGS_LOOT_FOOD = 60; // 6% // CR Variable on Placeables const string CS_LGS_PLACEABLE_CR = "LGS_CR"; // Put this var on items where you want to have drop chance const string CS_LGS_EQUIP_DROPCHANCE = "LGS_DROPCHANCE"; // Set this var to 1 on Monsters you don't want to be equipped even if the // Equip method is called const string CS_LGS_EQUIP_DISABLE = "LGS_NOEQUIP"; // Set this var to 1 on Items you don't want to be replaced even if the // Equip method is called const string CS_LGS_EQUIP_DONTREPLACE = "LGS_NOREPLACE"; // Set this var to 1 on Monsters you don't want to drop loot even if the // Drop Loot method is called const string CS_LGS_LOOT_DISABLE = "LGS_NOLOOT"; // Set this var on monsters to have them drop a minimum amount of items const string CS_LGS_LOOT_MINITEMS = "lgs_lootcount"; // LGS Chest Waypoint Blueprint const string CS_LGS_CHEST_VAR_WAYPOINT = "wp_lgs_chest"; const string CS_LGS_CHEST_VAR_RESREF = "lgs_chest"; // Weight for items in the loot chest // The item will be counted the entered number of times in comparison to // other items. const string CS_LGS_FIXEDLOOT_WEIGHT = "lgs_weight"; // The time in seconds a chest has to be idle (nothing put in via script) // before wiping contents, relocking, retrapping etc. const float CS_LGS_CHEST_RESET_IDLE = 300.0f; // Chest check interval in seconds const float CS_LGS_CHEST_CHECK_INTERVAL = 60.0f; // Variable for counting on Chests const string CS_LGS_CHEST_CHECK_ISCHECKING = "LGS_Chest_IsChckn"; const string CS_LGS_CHEST_CHECK_COUNT = "LGS_Chest_ChCount"; // Variables for setting up Chests const string CS_LGS_CHEST_VAR_LOCKCHANCE = "lgs_LockChance"; const string CS_LGS_CHEST_VAR_LOCKDC = "lgs_LockDC"; const string CS_LGS_CHEST_VAR_TRAPCHANCE = "lgs_TrapChance"; const string CS_LGS_CHEST_VAR_TRAPSTRENGTH = "lgs_TrapStrength"; const string CS_LGS_CHEST_VAR_TRAPDETECTDC = "lgs_TrapDetectDC"; const string CS_LGS_CHEST_VAR_TRAPDISARMDC = "lgs_TrapDisarmDC"; const string CS_LGS_CHEST_VAR_HITPOINTS = "lgs_HitPoints"; // Drop on Self const string CS_LGS_DROPONSELF_TAGS = "NW_IT_MSMLMISC13;NW_IT_MSMLMISC08;"; // Skeleton Knuckles; Fire Beetle Belly; const string CS_LGS_DROPONSELF_TAGS_WILD = "x2_it_poison0*;"; // All Poisons added in x2 const string CS_LGS_VAR_DROPONSELF = "lgs_DropOnSelf"; const int CI_LGS_CHEST_DEFAULT_LOCKCHANCE = 90; const int CI_LGS_CHEST_DEFAULT_LOCKDC = 25; const int CI_LGS_CHEST_DEFAULT_TRAPCHANCE = 66; const int CI_LGS_CHEST_DEFAULT_TRAPSTRENGTH = 1; const int CI_LGS_CHEST_DEFAULT_TRAPDETECTDC = 25; const int CI_LGS_CHEST_DEFAULT_TRAPDISARMDC = 25;