Yes its another XP system to replace the default Bioware XP engine, the difference is that it has some unique features that can be adjusted or switched off if neccesary and this system is much more simple to use for non scripters than most XP systems on here.
Features:
o My own personal XP calculations
o Set the minimum possible XP reward
o Set the maximum possible XP reward for every character level
o Optional GP rewards per kill as well as XP
o Set the maximum distance for each party member to be rewarded
o Optional floating text displaying the XP/GP rewarded for each player (as you may have seen on some servers)
o Set bonus reward for the party member who deals the death blow
o Set bonus reward for amount of party members
o Set max level gap between the highest and lowest party members to stop powerleveling
o Set the XP penalty amount for each summon/familiar/henchman in the party
o Set if you want to have the XP divided between the PCs in the party
SETTING UP:
Firstly go into your module properties advanced tab and set the XP slider to 0.
Now you need to Import and select overwrite the "nw_c2_default7" script and the "sf_xp" script if you are updating from an older version.
Alternatively,
If you do not want to overwrite your "nw_c2_default7" script then just make sure that the "sf_xp" script IS in your module then open your "nw_c2_default7" script and add this line:
ExecuteScript("sf_xp", OBJECT_SELF);
somewhere after the void main()
So the "nw_c2_defailt7" script should look something like this
// The rest of the nw_c2_default7 script will already be here
}
You can adjust the "sf_xp" script constants for more control over the XP/GP rewarded.
o UPDATES o
Fixed small bug with penalties for XP being take even when party members were in different areas.
Added the option for party rewards based on party size as requested.
Changed the system so that only players in a party will get the killer reward.
Fixed the issue with the "DIVIDED BY ZERO" error message.
Fixed the problem caused by my last update, where summons/familiars were taking too much XP.
Fixed the small bug where summoning creatures would give players way too much XP, this was caused by including summons in calcularing the average party level.
Added a new function to get the players level calculated by the players XP instead of hit dice to avoid exploiting.
o Last Updated 13th Oct 06 o
Fixed a bug where the amoubt given was different to the amount displayed.
Actually, I've discovered upon further testing that it's not really a 50 percent bonus. It's dependant on the level of the killer or the average party level perhaps. But it is certainely above the max XP limit by quite a bit. I was getting 900 or better with one test. I kept leveling my character to test it with a Party member and the higher my PC's level was, the lower the killer's bonus became. I've been getting some advice and input from Sir Elric over on the scripting forum on this issue and he also suggested I should contact you. Thanks Scarface.
Posted by Blasco-Yang at on09/25/07
Hey Scarface. Great system. I find it easier to understand than most anything else I've found. The same is true for most of your scripts. I do have one issue though. It seems that anytime a party member kills a creature that maxes out the xp (600 max currently) the killer actually gets a 50percent bonus rather than the 10percent it is set up for. As long as the xp gain remains below the max allowed it will give the 10 percent. I can't seem to figure out what I'm doing wrong. Any advice? I voted a 10 in spite of this issue because: 1) It really is an easy to implement system. 2) I want to believe the issue I'm having is really me and not the script itself. 3)I've been using this and a couple of other systems designed by you for some time now and (I am ashamed to say) I have failed to vote.
Posted by DM-Taino at 2007-09-2317:23:31
Scarface, are you going to add ECL to this? Thxs keep the good work going...!
Posted by +scarface+ at 2007-09-1206:22:00
Frador, change the GiveXPToCreature function to SetXP(GetXP(oPC) + nNewXP) for example. _________________________ §çà®Fãçë? NWN1 Submissions: [Persistent Banking] - [Character Appearance Modifier] [XP/GP Distribution] - [Item Crafting] - [Socketed Items] NWN2 Submissions: [Persistent Banking]
Posted by Frador at on08/06/07
was wondering... is there anyway to get rid of the multiclass xp penalty?
Posted by Marconus at on08/31/07
Tracked down the issue with the party gap not working properly, was in your GiveXP function under the "Reward other party members" part. Once I added in the first two max/min xp checks under the "Reward the killer with bonus if specified in consts" as well the party gap check (changing it from "oKiller == oParty nPlayer > 1" to just "nPlayer > 1" did the trick nicely. Also went through the GetLevelFromXP function and added in and retuned it to the lvl 23 xp cap (well, technically 23 anyhow for the ecl races) and elaborated on it a bit to set the appropriate actual levels for the ecl races. And with that changed the GetMaxXP function constants for level xp max's to be 23 as well. Can send you the changes if you like, just drop me a line at KingDarkSide@hotmail.com _________________________ Never contribute to malice that which can be explained by stupidity.
Posted by +scarface+ at 2007-08-2402:52:42
@ the last two posters, Quite possibly in the near future, however my spare time is usually working on my own projects at the moment, as well as running and modifying a popular PW so my time is limited so I can't say when. _________________________ §çà®Fãçë? NWN1 Submissions: [Persistent Banking] - [Character Appearance Modifier] [XP/GP Distribution] - [Item Crafting] - [Socketed Items] NWN2 Submissions: [Persistent Banking]
Posted by Marconus at on08/31/07
Any chance of this getting an update for nwn2? I had loaded on a mod and began testing to find it had some unexpected results in regards to level gap. While it held true giving the minimum xp to the higher level player (not including the party xp bonus and killer xp bonus awards will are still rewarded) the lower level player was awarded the full xp they would have recieved if they were within rage of the party gap (in addition to any party xp bonus). Any insight as to what would be causing that would be greatly appreciated since I was quite fond of the system in nwn1. _________________________ Never contribute to malice that which can be explained by stupidity.
Posted by Frador at on08/06/07
full 10.00 from me. That was exactly what i needed. ^^
Posted by Cackfiend at on06/28/07
Another awesome Script by Scarface. One question... If I wanted to control how much XP my players were given based on their level compared to the monster, is there a simple way to do this with your script? Here's what im looking for: Effortless gives 10 XP Easy gives 25 Moderate gives 50 Challenging gives 100 Very Difficult gives 200 XP Overpowering gives 300 XP Impossible gives 400 XP Now I can edit that 10 xp is the least you'll ever get from a monster with your script, any way to do the others? Or will I have to edit the xp 2da file? Any help is appreciated, thanks!