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