MagdalenaDwojniak Posted December 26, 2015 Share Posted December 26, 2015 Starrarte, animals ceasing to drop money - my Christmas wish come true :D. In most RPGs wolves, bears, boars and such drop fur, skin, tendons, meat, claws, that sort of thing. But money? Only DAO so far, and I am very into RPGs. Link to comment Share on other sites More sharing options...
sapphim Posted December 30, 2015 Share Posted December 30, 2015 inexplicably wealthy animals might be my biggest pet peeve. where do they get the money from? where do they keep it? "maybe they ate it" the devil's advocates say. well ok my cat loves to chew on metal but wild animals are probably a lot smarter than my dumbass cat with his broken tooth. have the wolves established an economy? do spiders spin their own coin purses? explain yourselves, bioware. Link to comment Share on other sites More sharing options...
rosvitacousland Posted December 30, 2015 Author Share Posted December 30, 2015 So I've looked at the files and figured out how the treasure is generated. A game dev/coder friend has expressed some interest in learning about modding so I've passed the files on to them to take a look at. The good news is that it looks pretty simple to override the treasure system for bodybags without touching anything else (including the treasure system for placeables which is called in a somewhat different manner). Thank you for the information! Maybe I will try it on my own, when or to be excact if I will get the needed skills to do it. I would give the bowmen bows and the spiders only poison and the wolves only skin... Link to comment Share on other sites More sharing options...
sapphim Posted December 31, 2015 Share Posted December 31, 2015 (edited) (I'm away from my home computer right now so hopefully this is all correct from memory) If you're interested in following it up on your own, then I can tell you treasure is generated on a death event in creatures_core by calling an external script, sys_treasure.ncs. The treasure functions, specifically TreasureGenerate() are all defined in sys_treasure_h. There IS a function, I think TS_GenerateEquipment(), that appears to generate (a random?) chance that inventory items are dropped. There's a check there to make sure the item is flagged as droppable which can probably be removed easily. I'm slow as s*** at C++ right now which is why I asked my programmer friend to take a closer look at the files for me when they have time. I assume the best thing way to go about this would be to include a modded version of sys_treasure_h and recompile sys_treasure. Since the script is called externally rather than as an include it wouldn't require overriding a core event handler, thankfully. It's a weird little legacy script that was supposed to be replaced before release, judging by comments, and luckily wasn't. Edited December 31, 2015 by starrarte Link to comment Share on other sites More sharing options...
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