This is an UNEXPLOITABLE* scripted Item Level Restriction.
(Thanks to the Rhunning team for the ideas.)
If a compares player's level to the item's cost (editable), if he/she doesn't meet the criteria, then unequips the item from their inventory slot, and returns it to their inventory.
*When I mean unexploitable... there is a fatal flaw in most of the custom scripted ILR out there. Which is: If you equip an item while running, it can 'bypass' the ILR.
Try it for yourself.
Use it if you can't handle the stress caused by the hardcoded Item Level Restrictions, or if you are looking to modify the restrictions.
All you need to do is import in the .erf
There is a DEMO module attached to the files, download it and see for yourself :)
UPDATED Feb 04, 2006: Items can now be manually set to require a certain level before they are usable. Essentially overriding 'ILR'. (Thanks Parsec).
In a move that would allow Parsec to sleep pleasantly, the script is now updated :) _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
Wow that is a weird problem... sorry I really don't know what could be causing your issue... :S _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
When i run my mod locally the ILR works but not when i run the mod on the server. Is there anything besides turning of the Bioware ILR function that i have to do?
I will... soon... I'm just lazy all this week, and got a lot to do :P _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
Posted by Parsec3 ( 60.226.xxx.xxx ) at 2005-09-11 18:26:06
Shayan, update to the new version. The selectable ILR seems to be working fine :-)
If you run your server with NWN's Item Level Restrictions enabled, then yes the skins will be subject to the same Item Level Restrictions.
You can use these scripts to get the same effect as NWN's Item Level Restrictions but these. by default. ignore skins when checking Item Level Restrictions. _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
Posted by Anonymous ( 192.71.xxx.xxx ) at 2005-09-07 02:19:02
I run shayans subrace engine but if i understand it correctly these skins are not item level restricted, no? Or do i have to use these scripts so that that skins are not affected by item level restricion?
Posted by flyingaquarium ( 69.179.xxx.xxx ) at 2005-08-03 07:49:07
Ok fixed thanks! I had the bioware ilr turned on on my server. Creature items work
Skins are not checked for Item Level Restrictions.
Meaning you need not add 'NO_ILR' local variable.
Hmm... do you get a message saying you can't equip the skin (from the scripts -the message will appear in red)?
Also make sure you are not running your server with BioWare's ILR ticked on. _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
Posted by flyingaquarium ( 69.179.xxx.xxx ) at 2005-08-02 22:46:01
Using your new subrace package {i think its great) also trying this ilr package I cant get skins to equip.
Ive tried everything i think added
ExecuteScript("sha_irl_itemequi", GetModule()); to X2_mod_def_equ
added local variable to skin NO_ILR int 1
any other things i need to do?
Posted by flyingaquarium ( 69.179.xxx.xxx ) at 2005-08-02 21:30:30
Using your new subrace package {i think its great) also trying this ilr package I cant get skins to equip.
Ive tried everything i think added
ExecuteScript("sha_irl_itemequi", GetModule()); to X2_mod_def_equ
Me and my DM have decided to use the old item generator script, so now we will have +12ac +12 ability +20 ab items, epic stuff will be very uber so I will do as you say, for this to work I will have to half the cost table right? lol I was thinking about it and that seems more logical. I will leave the costs from level 1-3 because as shayan said, new players will not be able to buy basic stuff. Thanks for the help guys _________________________ §çà®Fãçë�
neat. Simple, effective. I use a similarly scripted system and it works wonders, but I may switch to this for good measure since ive found two small but annoying bugs in mine.
I like it. And scarface i told you, 2 to 2.5x bioware standards is the way to go ! :P
Well our module is quite the opposite... "Epic" items can only be used from level 36 on wards... and they cost over 3.5mil gold. So I'm afraid Rhun's cost/level setting won't be of any use to you.
If you are running a 'tight' (:P) PW... best advice is to make sure that maximum cost for level 1 stays above 1000 gp (otherwise players won't be able to use even the most basic of items). _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
Oh Shayan another question if I may, We all know the default bioware ILR sucks, I know you use these ILR scripts in your module, so you must have yours balanced pretty good, can you post your item level values please, since I have a maximum of level 23 items on my server it is not very practical having level 23 players wielding the best weapons in the game. _________________________ §çà®Fãçë�
Yeah I just found out, it is a shame, I have been given a good idea though, the basics of the idea I was given is to set a local int on an item bought with a delaycommand on deleting the local int for say 10 minutes, if the item is returned within that time then the player could get a refund of 100% of the gold paid for it(if the local int has not been deleted, since all of my merchants are set at 100 to sell goods this would work pretty good for me, all that i need to do is get the item cost and refund the gold, I am about to work on that now I will post it here whn I have finished for those who are interested, I am not the most efficient scripter(just check out my persistent banking system to see that lol) but I can get the job done :D _________________________ §çà®Fãçë�
Yeah, there is no actual scripting function that allows you to target shop stuff. It's a shame... but oh well. The scales are there, so you can check the ILR of items that you cannot equip (use the knowledge to barter/trade). _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
Oh and will the "Scales of Valuation" work on items in the merchants possession(i.e. items that have not been bought yet)? _________________________ §çà®Fãçë�
Oh and will the "Scales of Valuation" work on items in the merchants possession(i.e. items that have not been bought yet)? _________________________ §çà®Fãçë�
Great work, now I can use your subrace system at last :D, What values do you recommend I set the ILR at? as you know the default bioare values kinda dont make sense and suck bigtime . _________________________ §çà®Fãçë�
Argh!!! I (and assume Parsec as well) mean the Scales of Valuation, needs tag based scripts! :P
DM wand is only in my subrace engine :P _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
Yup, tag based scripts is only needed for the DM wand. Alternatively, you could just setup an OnItemActivated event for the wand. _________________________ Shayan's Subrace Engine (The most simplest way to create your own subraces!): Download it here
World of Rhun (A NWN Persistent World Module that you can DOWNLOAD!): Download it here
Posted by Parsec3 ( 144.133.xxx.xxx ) at 2005-06-03 07:12:58
I'll try this out and see if its better then the one I use. By the looks of it I can easily extend it beyond level 40.
Btw, why do you need to have Tag based scripts activated? Seems to me only the dm wand included needs this feature and not the ILR engine itself?