rndmagic.2da

This file defines what items are generated when a creature uses an item of filename RNDMAGx#.ITM, where x=any character (even letters and symbols, and has no bearing on how RNDMAGIC.2DA is read), and #=the row number of RNDMAGIC.2DA to use (can be 1-9). RNDMAGx#.ITM is replaced by the generated item. Therefore, this works like a random treasure table.

The first column of RNDMAGIC.2DA specifies the name of the row, currently a simple generic name. The rest of the 19 columns have headers 2, 3, 4, 5, ..., 18, 19, 20. The column used is specified by a roll of a D20, with rolls of 1 replacing RNDTREx#.ITM with no item. Note that this is different from RNDEQUIP.2DA, RNDSCROL.2DA, and RNDWEP.2DA, which have an extra column labelled '1', but similar to RNDTREAS.2DA. Only 20 columns in total are supported, else the 2da file will fail to work entirely. When this happens, all RNDTREx#.ITMs are replaced by erroneous invisible items that cannot be removed.

The BG2EE version of RNDMAGIC.2DA is shown below. In essence, RNDMAGIC.2DA works exactly the same as RNDEQUIP.2DA, so see RNDEQUIP.2DA for an example of how RNDMAGIC.2DA works. However, RNDMAGIC.2DA can be directly referenced by RNDTREAS.2DA or RNDEQUIP.2DA without actually having RNDMAGx#.ITM as a resource. For example, an entry in RNDTREAS.2DA that reads RNDMAG03, and a D20 roll of 3 will replace RNDTREx#.ITM with BOLT05.

In BG2EE we have:
2DA V1.0
*
       2        3        4        5      6        7        8      9       10       11       12       13       14       15       16       17       18        19        20
LOW    RNDWEP02 RNDWEP01 BULL03*3 POTN31 RNDSCR02 RNDSCR01 SCRL06 SCRL04  POTN08   POTN43   POTN44   POTN37   POTN19   POTN28   BULL02*5 AROW02*5 BOLT02*5  RNDWEP01  RNDWEP02
HIGH   RNDWEP03 RNDWEP02 RNDWEP01 SCRL08 SCRL09   RNDSCR03 SCRL16 POTN17  POTN08   POTN10   AROW04   AROW09   BOLT04   BOLT03   AROW06   RNDWEP01 RNDWEP02  RNDWEP02  RNDWEP03

RNDMAGIC.2DA supports 9 functional rows of random treasure. Rows 10 and above are completely ignored. If RNDMAGx#.ITM references a non-existant or an ignored row number (or if #=0 under any circumstances), then RNDMAGx#.ITM is replaced by an erroneous invisible item that cannot be removed. Note that the replacing item is NOT RNDMAGx#.ITM itself, in this case. This blank item can likely be altered by setting the default 2da entry to a valid item.

Items that can be referenced:

Items that cannot be referenced:

Since RNDMAGIC.2DA can reference RNDSCROL.2DA and RNDWEP.2DA but not RNDTREAS.2DA nor RNDEQUIP.2DA, this 2da file is the third to the top of the random treasure table hierarchy.