New Loot system/information on looting equipment
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This thread is for information on looting equipment; my original idea for this is have be tied to a certain NWN skill like lore or search; the more points you have invested in one of these the more information would be displayed about the items that you are viewing giving you a better idea of what you want to take. Anyways discuss
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How do we go about checking an item for every feature? It's probably possible, but a ball ache to script because there are so many options available and doing it in a way that would be visually clean would be horrible to code.
I, personally, don't want to attempt this.
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I dont see the point really.
The only thing I wpuld like to see is.
Madness of cyric: helm
The smiling death: amulet
The seeing eye :misc smallJust item type after the item would be plenty. Then if your sent to retrive stolen sword of uber, you can scan for swords, and nab those, instead of taking every uniquely named item till you find the right one, leaving all thier uber loot in the maw of the crash monster.
This again leaves it up to the player on how much and what they take. Which I think is important to display DM/Player trust level of the server.
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What if you added a command like .examine loot ## and this would give it all it's properties like what you normally see when you look at an item with the examine button. Would this be doable and easier to script? This would let player's know what they were taking but it would also take longer and be added risk to them of getting caught.
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What if you added a command like .examine loot ## and this would give it all it's properties like what you normally see when you look at an item with the examine button. Would this be doable and easier to script?
Horrid to script, as far as I am aware.
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I suppose if you wanted to risk getting caught you could take the items that you wanted to examine and if they didn't out to be something useful you could put them back but its a still a risk unless they want to try to carry the corpse to a safe location to go over in more detail but I imagine most people won't plan out this far. Maybe someone else has some suggestions on this subject as thats the only two things I can think of at the moment.
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I like this system, it brings in the more realistic scenario after killing someone where someone in the back is yelling because there's little time to loot.
"GET THE SHOES!!! GET THE SHOES QUICK!!! THE SHOES!"
I think Paradox illustrates my point here.
Getting the shoes shouldnt be a case of grabbing random loot untill some boots go into your inventory, it should be clear at least what the size and shape, and therefore type, of item it is your grabbing.
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It's possible to get the base type of an item for these purposes.
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Ok, base Item, everyone should see. It's obvious something is a Short Sword, etc.
Next, depending on an easy Lore check, you get the name.
Finally, depending on a harder Lore Check, you get the description if you type .examine ##
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I wonder if the examine window could somehow be addressed in a script.
So the .examine ## command wouldn't show a text result but the window you'd get if you had the item laying on the floor and pressed examine. -
@The:
Ok, base Item, everyone should see. It's obvious something is a Short Sword, etc.
Next, depending on an easy Lore check, you get the name.
Finally, depending on a harder Lore Check, you get the description if you type .examine ##
Awesome.
But I foresee a slight problem.
someone may have an awful lot of 'misc item: small' or even short swords!
If you get a list like this:
Short sword
Short sword
Short sword
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Greatsword
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Misc item
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
Potion
PotionIt might not be very intuitive.
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I could suggest bringing someone along to your mugging who has some Lore, but… I guess most muggers don't know that many smart people.
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I guess it just depends on how easy the first lore check is, if its like, DC 3 or something, to just root out min maxed half orc barbarians, sure, if its like, 15 or more, maybe not so good.
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The basic Lore check would have to be pretty low to be at all fun. It would mean that an average INT 10 bloke would get to see the names of perhaps 80% of the items.
The problem I see is people are used to being very selective and picking the juiciest gear when they loot, which isn't really that realistic. They get to check out the full inventory in about 10 seconds, and after a few clicks have found the juiciest sword, armour or wand. They also likely know all about it as well.
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Another idea… would simply be to make all items unidentified when someone gets beaten down.
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@O'louth:
Another idea… would simply be to make all items unidentified when someone gets beaten down.
And have that person go with the pain of identifying each item again?
No thanks. -
A blow to the head will make you forget things like that.
Might be worth it to start up a re-indentification service if that were implemented. -
Its possible through scripting. I would recommend having an SQL table (A database) relating to your unique item properties, since storing all those variables in NWN would be CPU costly and doing it server side is just easier all round. Making an NWNX hook for something like "/cmd identify" is not as bad as you'd think. Remember and make an unidentify command though too, which fires when a PC dies/subdualled. This way when a mugger beats down a PC, they don't somehow gain innate knowledge on his stuff! You might also want to make the PC able to fire the unidentify script too.
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Yea, except when they stand back up and can't ID all the stuff they had.