rndtres.2da
This file defines what items are generated when a creature uses an item of filename defined in the first column. The placeholder item is replaced by the generated item. Therefore, this works like a random treasure table.
The first column of
RNDTRES.2DA specifies the name of the row, which is also used as the placeholder item name which is replaced by the actual item. The rest of the columns have headers 1, 2, 3, 4, 5, ... They can be used to add the item resource which is replaced by the placeholder item defined in the first column. The chance to get an item is calculated by dividing it by the number of defined columns, up to the first column consisting of '*', or the end of the row. The number of supported columns is open ended, but never exceeds the number of defined header columns. You can add more columns if you need finer control over the percentages for each item.In BG2EE we have:
2DA V1.0
*
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
RNDTRE07 BDRING07 BDRING09 BDRING12 BDAMUL25 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDTRE08 POTN02 POTN03 POTN08 POTN09 POTN10 POTN11 POTN12 POTN17 POTN18 POTN19 POTN20 POTN22 POTN24 POTN26 POTN27 POTN28 POTN29 POTN30 POTN31 POTN36 POTN37 POTN38 POTN39 POTN42 POTN43 POTN43 POTN44 POTN45 POTN46 POTN52 * * * * * * * * * *
RNDTRE09 MISC16 MISC17 MISC18 MISC19 MISC20 MISC21 MISC22 MISC23 MISC24 MISC25 MISC26 MISC27 MISC28 MISC29 MISC30 MISC31 MISC32 MISC33 MISC34 MISC35 MISC36 MISC37 MISC38 MISC39 MISC40 MISC41 MISC42 MISC43 MISC44 MISC45 * * * * * * * * * *
RNDWAND WAND03 WAND05 WAND06 WAND07 WAND08 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDSCRL RNDSCR01 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDTRI01 RING10 RING11 RING14 AMUL05 AMUL06 AMUL07 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDTRI02 RING13 RING15 RING12 RING16 AMUL08 AMUL10 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDTRI03 RING17 RING18 RING19 AMUL11 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDGEM01 MISC16 MISC17 MISC18 MISC19 MISC21 MISC22 MISC23 MISC24 MISC25 MISC26 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDGEM02 MISC20 MISC27 MISC28 MISC29 MISC30 MISC31 MISC32 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDGEM03 MISC33 MISC34 MISC35 MISC36 MISC37 MISC38 MISC39 MISC40 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDGEM04 MISC41 MISC42 MISC43 MISC6Z * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDGEM05 MISC44 MISC45 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDARO01 AROW01 AROW02 AROW08 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDARO02 AROW09 AROW10 AROW02 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDARO03 AROW05 AROW11 AROW04 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDPTN01 POTN02 POTN08 POTN19 POTN20 POTN28 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDPTN02 POTN52 POTN17 POTN42 POTN24 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDPTN03 POTN14 POTN11 POTN12 POTN21 POTN45 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
RNDOMAGE SW1H20 SW1H43 SW1H46 SW1H48 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Items that can be referenced:
- specific items (for stackable items, a
*#suffix, that is, an asterisk followed by a number, can be added to the item ResRef to specify the amount of that item to create, e.g.BOLT04*4generates a single stack of 4BOLT04items; for non-stackable items, a*#suffix does nothing; the limitations on the size of#are the same as that for gold pieces described below) #, that is, a number, refers to a gold value (e.g.#=016is replaced by a stack of 16 gold). The maximum stack of gold allowable is 255 pieces. More than that listed will max out at 231 (#need not be three digits, so if#=4or#=04or#=004, a stack of 4 gold will still be generated without error) —*, that is, a single asterisk, generates an erroneous item, i.e. an invisible item that cannot be removed. This is useful if you want your creature not to drop anything, but you do not want to use this for containers and item pilesRNDEQU##, which referencesRNDEQUIP.2DA, where##is the row number to use, allowing further randomisation; a D20 is rolled to determine which column of this file to useRNDMAG##, which referencesRNDMAGIC.2DA, where##is the row number to use, allowing further randomisation; a D20 is rolled to determine which column of this file to useRNDSCR##, which referencesRNDSCROL.2DA, where##is the row number to use, allowing further randomisation; a D20 is rolled to determine which column of this file to useRNDTRE##, which referencesRNDTREAS.2DA, where##is the row number to use, allowing further randomisation; a D20 is rolled to determine which column of this file to useRNDWEP##, which referencesRNDWEP.2DA, where##is the row number to use, allowing a third level of randomisation; 2D10 are rolled to determine which column of this file to use
Items that cannot be referenced:
- Placeholder item names defined in
RNDTRES.2DAwill just create empty item entries (circular loops are not possible)
RNDTRES.2DA can reference RNDEQUIP.2DA, RNDTREAS.2DA, RNDMAGIC.2DA, RNDSCROL.2DA, and RNDWEP.2DA, this 2da file is the top of the random treasure table hierarchy.