//////////////////////////////////////////////////// /* Custom Treasure Table for use with the BESIE Random Encounter Package by Ray Miller */ //////////////////////////////////////////////////// void main() { object oCreature = OBJECT_SELF; float fChance; float fMinCR; float fMaxCR; int iCounter1; int iCounter2; int iMaxNum; int iMinNum; string sIfIs; string sChoice = "nil"; while(sChoice != "") { sChoice = ""; switch(iCounter1) { ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //DO NOT EDIT ABOVE THIS LINE///////////////////////////////////////////////////////////////////////////////////////////////////////////////// //CUSTOM TREASURE TABLE BELOW://////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// case 0:sChoice = "";// Treasure resref goes between the " marks. sIfIs = ""; // Only give this treasure to a creature with this TAG (TAG not RESREF. This allows us to be more specific since the creature already exists when this script is called). fMinCR = 0.0; // Only give this treasure to a creature whose challenge rating is between these two values. fMaxCR = 0.0; // Leave them at 0.0 if you wish them not to be considered. fChance = 0.0; // Set this to the percentage chance of the creature having this item. This is accurate to one one thousandth (0.001). iMinNum = 1; // iMaxNum = 1; // The minimum and maximum numbers of this treasure item to randomly give. break; case 1:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 2:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 3:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 4:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 5:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 6:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 7:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 8:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 9:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; case 10:sChoice = ""; sIfIs = ""; fMinCR = 0.0; fMaxCR = 0.0; fChance = 0.0; iMinNum = 1; iMaxNum = 1; break; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //END OF CUSTOM TREASURE TABLE! DO NOT EDIT BELOW THIS LINE/////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// } if((sIfIs == "" || sIfIs == GetTag(oCreature)) && (fMinCR == 0.0 || (fMinCR != 0.0 && GetChallengeRating(oCreature) >= fMinCR)) && (fMaxCR == 0.0 || (fMaxCR != 0.0 && GetChallengeRating(oCreature) <= fMaxCR)) && Random(10000) + 1 <= FloatToInt(fChance * 100.0)) { CreateItemOnObject(sChoice, oCreature, Random((iMaxNum + 1) - iMinNum) + iMinNum); } iCounter1++; } }