Handy Treasure Chests [message #44854] |
Sat, 16 August 2008 09:54 |
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koolkidw100
Messages: 26 Registered: August 2008
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I just made these for people that get confused when they try to make chests or don't understand what they're doing.
The Chest is in the demon door at the guild, if you haven't figured it out you have to turn on the lamp, then talk to him.
This is a whole bunch of game items that I put into a chest. Just download the .tng and copy it into your /data/levels/final albion folder. It will take a while to accept all of them (698 clicks) so if you open it theres no going back!!!(Remember to make backups!!) Unless you just close the game of course. So here are some screen shots:
I have a whole bunch of other open chest so I put a box around the 698 items chest.
Not much, I just posted screenies because it was strongly suggested and almost required in the rules. I would have taken screenies of the items but when I made it in AE I didn't put any items in it and then I made a copy of the .tng and put the items in from there. Have fun.
Extra Chests:
*50 Silver Keys
*30 Adrenaline Potions
*30 Super Mana Potions
*15 Million Gold
*Pimp Hat, Chicken Hat, Whore Wig, Health Augmentation, Mana Augmentation, Hobbe Killer Augment, Bandit Slayer Augment
All of the chests are in the same room, in the demon door.
My lack of taste for signatures and inability to make them shiny with the correct shades and lighting has upset someone that indirectly asked me to remove them. Basically they sucked.
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Re: Handy Treasure Chests [message #44871 is a reply to message #44868] |
Sat, 16 August 2008 21:31 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Clothing isn't an issue except possibly for hats, because of the unused will user hat, not sure on that one. Weapons are the bigger issue, as there 55 melee slots and 20 ranged, and much, much more are there in NPC weapons. If you only have the standard melee weapons (iron, steel, obsidian, master, legendary, stick, SoA and Avo's Tear) you'll have a problem, as you'll have 56 weapons, this is because in normal gameplay you can only have the SoA or the Avo's Tear, not both, so the limit is 55. It's hard to notice 1 missing item as well. Ranged shouldn't be a problem, 10 standard bows (two each of yew, oak, ebony, master and legendary), 15 if you include the pump crossbows.
So again, if it's just the standard stuff, the only thing to watch out for is the possibly needed extra hat and extra weapon in the inventory. It might be better to adjust this by hand as the ratpacker mod allows for unrealistic amounts of inventory slots, the problem with this is that it takes up a lot of resources and increases startup time. If you want to use the mod, it can be found here.
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Re: Handy Treasure Chests [message #46366 is a reply to message #44854] |
Fri, 17 October 2008 10:51 |
GI_Jhen
Messages: 1 Registered: October 2008
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i am having a problem. I put the .tng file in my levels folder with my albion files but i cannot get the treasures to show up in the game, plus i am having difficulty finding the ratpacker.fmp file
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Re: Handy Treasure Chests [message #46627 is a reply to message #44854] |
Sun, 26 October 2008 11:04 |
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I see...
In that case, *Downloads*
Oh, i think you should add this:
ONLY USE THIS AFTER YOU'VE FINISHED THE GAME!
Because you'll have all the trophies etc which screws up some of your quests.
IE Blind Seeress and White Balverine.
[Updated on: Fri, 07 November 2008 11:00] by Moderator Report message to a moderator
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Re: Handy Treasure Chests [message #58606 is a reply to message #44854] |
Sat, 17 July 2010 06:01 |
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hwayunhae
Messages: 3 Registered: July 2010
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The silver keys chest opens, but it's empty, probably because your code has the keys list between ctceditor instead of ctcchest. your codeNewThing Object;
Player 4;
UID 18447823474686296151;
DefinitionType "OBJECT_CHEST_OPENABLE";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 28.799800;
PositionY 29.799800;
PositionZ 3.453716;
RHSetForwardX 0.518296;
RHSetForwardY -0.855201;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
ContainerContents[0] "OBJECT_SILVER_KEY";
ContainerContents[1] "OBJECT_SILVER_KEY";
ContainerContents[2] "OBJECT_SILVER_KEY";
ContainerContents[3] "OBJECT_SILVER_KEY";
ContainerContents[4] "OBJECT_SILVER_KEY";
ContainerContents[5] "OBJECT_SILVER_KEY";
ContainerContents[6] "OBJECT_SILVER_KEY";
ContainerContents[7] "OBJECT_SILVER_KEY";
ContainerContents[8] "OBJECT_SILVER_KEY";
ContainerContents[9] "OBJECT_SILVER_KEY";
ContainerContents[10] "OBJECT_SILVER_KEY";
ContainerContents[11] "OBJECT_SILVER_KEY";
ContainerContents[12] "OBJECT_SILVER_KEY";
ContainerContents[13] "OBJECT_SILVER_KEY";
ContainerContents[14] "OBJECT_SILVER_KEY";
ContainerContents[15] "OBJECT_SILVER_KEY";
ContainerContents[16] "OBJECT_SILVER_KEY";
ContainerContents[17] "OBJECT_SILVER_KEY";
ContainerContents[18] "OBJECT_SILVER_KEY";
ContainerContents[19] "OBJECT_SILVER_KEY";
ContainerContents[20] "OBJECT_SILVER_KEY";
ContainerContents[21] "OBJECT_SILVER_KEY";
ContainerContents[22] "OBJECT_SILVER_KEY";
ContainerContents[23] "OBJECT_SILVER_KEY";
ContainerContents[24] "OBJECT_SILVER_KEY";
ContainerContents[25] "OBJECT_SILVER_KEY";
ContainerContents[26] "OBJECT_SILVER_KEY";
ContainerContents[27] "OBJECT_SILVER_KEY";
ContainerContents[28] "OBJECT_SILVER_KEY";
ContainerContents[29] "OBJECT_SILVER_KEY";
ContainerContents[30] "OBJECT_SILVER_KEY";
ContainerContents[31] "OBJECT_SILVER_KEY";
ContainerContents[32] "OBJECT_SILVER_KEY";
ContainerContents[33] "OBJECT_SILVER_KEY";
ContainerContents[34] "OBJECT_SILVER_KEY";
ContainerContents[35] "OBJECT_SILVER_KEY";
ContainerContents[36] "OBJECT_SILVER_KEY";
ContainerContents[37] "OBJECT_SILVER_KEY";
ContainerContents[38] "OBJECT_SILVER_KEY";
ContainerContents[39] "OBJECT_SILVER_KEY";
ContainerContents[40] "OBJECT_SILVER_KEY";
ContainerContents[41] "OBJECT_SILVER_KEY";
ContainerContents[42] "OBJECT_SILVER_KEY";
ContainerContents[43] "OBJECT_SILVER_KEY";
ContainerContents[44] "OBJECT_SILVER_KEY";
ContainerContents[45] "OBJECT_SILVER_KEY";
ContainerContents[46] "OBJECT_SILVER_KEY";
ContainerContents[47] "OBJECT_SILVER_KEY";
ContainerContents[48] "OBJECT_SILVER_KEY";
ContainerContents[49] "OBJECT_SILVER_KEY";
EndCTCEditor;
StartCTCChest;
ChestOpen FALSE;
EndCTCChest;
Health 1.0;
EndThing;
I uploaded the fixed .tng for you here. And also a version of the tng without the trophies (and a few other relatively useless items), so you don't end up fubar-ing your quest sequence.
(removed from the no-trophies tng:
Trophies
Minor trophies (like bandit ears, etc)
OBJECT_HERO_NO_**** (you already have these. it just gives you more things to click through)
Guild seal, hero's money bag, hand lamp. You already have these. why would you need duplicates?
Additional items that act as trophies (such as champions seal)
Map Pieces
sister's locket
Hero Titles (you would end up with whatever title came out of the box last, anyway. If you want a specific hero title, replace OBJECT_HERO_TITLE_DEATH_BRINGER in the no-trophies tng with one of these:
list of hero titles
OBJECT_HERO_TITLE_BEGINNER_STRENGTH
OBJECT_HERO_TITLE_BEGINNER_SKILL
OBJECT_HERO_TITLE_BEGINNER_WILL
OBJECT_HERO_TITLE_REAPER
OBJECT_HERO_TITLE_SHADOWHUNTER
OBJECT_HERO_TITLE_MALEFICUS
OBJECT_HERO_TITLE_DEATHBRINGER
OBJECT_HERO_TITLE_ASSASSIN
OBJECT_HERO_TITLE_NECROMANCER
OBJECT_HERO_TITLE_AVATAR
OBJECT_HERO_TITLE_PILGRIM
OBJECT_HERO_TITLE_LIBERATOR
OBJECT_HERO_TITLE_PALADIN
OBJECT_HERO_TITLE_DRUID
OBJECT_HERO_TITLE_RANGER
OBJECT_HERO_TITLE_RUNEMASTER
OBJECT_HERO_TITLE_HOOD
OBJECT_HERO_TITLE_GLADIATOR
OBJECT_HERO_TITLE_SABRE
OBJECT_HERO_TITLE_ARROWDODGER
OBJECT_HERO_TITLE_PIEMASTER
OBJECT_HERO_TITLE_CHICKEN_CHASER
OBJECT_HERO_TITLE_ARSEFACE
OBJECT_HERO_TITLE_JACK
OBJECT_HERO_TITLE_MAZE
OBJECT_HERO_TITLE_SCARLET_ROBE
OBJECT_HERO_TITLE_SCYTHE"
OBJECT_HERO_TITLE_THUNDER
OBJECT_HERO_TITLE_WHISPER
OBJECT_HERO_TITLE_TWINBLADE
OBJECT_HERO_TITLE_BRIAR_ROSE
OBJECT_HERO_TITLE_LADY_GREY
OBJECT_HERO_TITLE_GUILDMASTER
OBJECT_HERO_TITLE_SCORPION_SLAYER
OBJECT_HERO_TITLE_DEATH_BRINGER
after removing all that, the number of objects you'd have to click through becomes 585. enjoy.
to use the files, unrar the version you want to use, and then drop it in your free-roam ripped Final Albion folder. Make sure to backup your DemonDoor_Guild.tng first. That is all.
~ Matsu
[Updated on: Sat, 17 July 2010 06:07] Report message to a moderator
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