rndtreas.2da

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

The first column of RNDTREAS.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 RNDMAGIC.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 BG2:ToB version of RNDTREAS.2DA is shown below. In essence, RNDTREAS.2DA works exactly the same as RNDEQUIP.2DA, so see RNDEQUIP.2DA for an example of how RNDTREAS.2DA works. However, RNDTREAS.2DA can be directly referenced by RNDEQUIP.2DA without actually having RNDTREx#.ITM as a resource. For example, an entry in RNDEQUIP.2DA that reads RNDTRE05, and a D20 roll of 6 will replace RNDTREx#.ITM with AMUL12.

In BG2:ToB we have:
2DA V1.0
*
           2          3          4          5          6          7          8          9          10         11         12         13         14         15         16         17         18         19         20         
POOR       MISC19     004        SCRL75     001        001        001        001        001        001        001        001        001        001        001        002        002        003        003        MISC16     
AVERAGE    RNDMAG01   MISC23     AMUL05     MISC17     015        012        SCRL75     008        006        003        001        001        007        009        RNDSCR01   MISC18     MISC22     AMUL06     RNDMAG01   
WELL_OFF   RNDMAG01   RNDMAG01   AMUL08     MISC20     034        AMUL09     RNDSCR01   008        009        RING11     023        RNDSCR01   RING14     MISC26     MISC25     057        MISC27     MISC28     RNDMAG01   
WEALTHY    RNDMAG02   RNDMAG01   MISC37     MISC35     RING16     AMUL07     RNDSCR02   047        038        029        AMUL09     RING10     RING15     RNDSCR02   RING13     RING17     MISC34     RNDMAG01   RNDMAG02   
RICH       RNDMAG02   RNDMAG02   RNDMAG01   RNDMAG01   AMUL12     AMUL13     AMUL10     MISC29     MISC21     073        MISC24     RNDSCR03   MISC34     MISC38     RNDSCR03   RNDMAG01   RNDMAG01   RNDMAG02   RNDMAG02   
RNDTREAS.2DA supports 9 functional rows of random treasure. Rows 10 and above are completely ignored. If RNDTREx#.ITM references a non-existant or an ignored row number (or if #=0 under any circumstances), then RNDTREx#.ITM is replaced by an erroneous invisible item that cannot be removed. Note that the replacing item is NOT RNDTREx#.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 RNDTREAS.2DA can reference RNDMAGIC.2DA, RNDSCROL.2DA, and RNDWEP.2DA but not RNDEQUIP.2DA, this 2da file is the second to the top of the random treasure table hierarchy.