The purpose of the Class Control System (CCS) is to restrict the way in which a player character (PC) gains levels. The stock Neverwinter Nights (NWN) game allows the PC to level immediately upon gaining enough experience points (XP). CCS performs the following functions: - Character Level Control Policy � restricts characters from leveling without the use of a trainer. - Multiclass Control Policy � controls characters eligibility for a multiclass by defining how many levels a character must have in each level before multiclassing becomes available to him, and disables multiclassing altogether. - Epic Level Control Policy � restricts characters from advancing beyond level 20. - Training Cost Policy � specifies how much a character is charged each time he trains, and at what level he will start getting charged for training.
Posted by ryuhi2000 at 2011-03-25 12:05:11 Voted 10.00 on 03/25/11
Sorry for the double post although I just noticed only 4 votes and 1180 downloads
Do people not return to vote for content that they are using anymore?
Posted by ryuhi2000 at 2011-03-25 12:00:40 Voted 10.00 on 03/25/11
Really cool system but I was wondering are going to be any updates done to this?
Just asking since the final *Bioware* patch added a class. That question doesn�t affect my vote at all just a preference since I would like all standard classes to still be "playable" with this system in place in my module. Although at the same time in my opinion the purple dragon knight class is useless
Posted by ryuhi2000 at 2011-03-25 12:00:39 Voted 10.00 on 03/25/11
Really cool system but I was wondering are going to be any updates done to this?
Just asking since the final *Bioware* patch added a class. That question doesn�t affect my vote at all just a preference since I would like all standard classes to still be "playable" with this system in place in my module. Although at the same time in my opinion the purple dragon knight class is useless
OK, I know this sounds lame, but, I only have NWN, not SoU or HotU, and therefore I can't get this to work. Is there anyway to get a NWN only version? Or just some of the basic scripts straight so I can import them manually?
Posted by giantkin at 2005-09-08 06:48:13 Voted 10.00 on 09/08/05
i couldnt find your email listed here ;) but still like this setup ;) here is my question... instead of override i can just add the stuff to a hak by....changing the .2da to .hak is all cuz they are same format? i think? well, later i try that if i get no 'quick' response.
gk
_________________________ GK
Posted by Richard Cranium ( 208.220.xxx.xxx ) at 2005-02-27 16:58:00
Mercator22,
Sorry for the, uh, late response. I don�t really check these things much so please email me and put CCS, or what ever script you�re inquiring about, in the subject as I get a lot of +blocked+ mail.
It sounds like you don�t have the 2da files installed for CCS. The 2da files turn off all classes when leveling up, and the trainer turns them on for you. Give that a shot.
Posted by Mercator22 ( 68.248.xxx.xxx ) at 2004-11-27 16:36:00
Hey Richard, I love this system, I think it's really neat. But I've run into a problem. It seems that the NPC level/class doesn't make much difference in the long run. For example:
I'm a 10th lvl fighter who wants to go up as a mage next level. I could use the fighter trainer to level as a mage. All I do is talk to him, choose fighter, and then in the leveling up process, pick the mage class instead and the trainer is none the wiser.
Am I missing something in the scripts?
Posted by Mercator22 ( 68.248.xxx.xxx ) at 2004-11-27 16:36:00
Hey Richard, I love this system, I think it's really neat. But I've run into a problem. It seems that the NPC level/class doesn't make much difference in the long run. For example:
I'm a 10th lvl fighter who wants to go up as a mage next level. I could use the fighter trainer to level as a mage. All I do is talk to him, choose fighter, and then in the leveling up process, pick the mage class instead and the trainer is none the wiser.
Am I missing something in the scripts?
Posted by Richard Cranium ( 68.68.xxx.xxx ) at 2004-08-15 20:19:00
Raasta'vel,
Thanks for posting! I�ve been so involved with other things I haven�t had any time to really dedicate to this. I�m glad you were able to do the merge. Would it be possible that I could get a copy of your module or of the changes you�ve made to facilitate the integration? I�d like to publish it (and give you full credit, of course!) ;)
Posted by giantkin at 2004-08-01 15:09:00 Voted 10.00 on 09/08/05
yup, i am gonna need to get some of that to look at... ;)
gk
Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 400 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based) _________________________ GK
Posted by Raasta'vel ( 12.222.xxx.xxx ) at 2004-08-01 14:11:00
Giantkin, I am using a limited version of the PRC classes and have merged these systems together. What I did was add a conversation option in the trainer conversation for each of the PRC's and in the ccs_inc added in all of the PRC constants. I just added the include for the prc constants in the ccs_inc file and basically added onto what was already there. The hardest part was to do all the checks to verify if the PRC classes can be trained (meaning they meet the specific requirements). Unfortunatly I've also added in checks in the system for special prestige class quests and the like so really releasing this would be nearly impossible. If you want some of the specific code email me and I can send it to you so you can see what all was involved. But it works great, great system :)
Posted by giantkin at 2004-06-17 07:38:00 Voted 10.00 on 09/08/05
any luck with the PRC merge?
(i want to use prc stuff myself)
great sys here btw :)
Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 400 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based) _________________________ GK
Posted by Richard Cranium ( ..xxx.xxx ) at 2004-03-29 13:30:00
Hey Khalek_D_Ariana,
So you feel my pain? PrCC is a great system, and I�m not flaming anyone, but it�s not a very well put together system. Meaning, nothing is really centralized and some items are inconsistent. There is close to no documentation or comments on what�s been done, what things are, and what goes where. This is why I�ve been thinking about contacting the makers so I can, hopefully, get some questions answered. I almost want to rebuild the whole thing from the ground up so I can work with it more easily!
Truth be told, I have not had time to work on this in the last couple of weeks since I started a new job, but I am excited to get back to it as I have some ideas nagging at me. Unfortunately, I also have to edit some of the PrCC scripts and integrate them into CCS scripts. Which is why I�m separating the two, CCS and CCS4PrCC.
Anyway, I�m also working on a new player database and mail system. Between the two I�m sure I�ll be done sometime after NWN 2 comes out! =P
Thanks for being patient, everyone. I�ll get this thing figured out, if it is possible.
Yeah. Particularly in the cases of where there are no CLASS_TYPE constants and with the elemental savant, which is actually a 4 classes in one (making limiting any one type VERY difficult). Have a look at the CLS_PRES_ .2da files from the PRCC to see what I mean :D
I've been working a little with Jyro X to get his PRC functions updated to the PRCC classes, as part of my module requires that the PRCC prcs (:lol:) are limited with the module switches as well as the normal prcs, until they are unlocked.
Thanks for you work, Richard. :)
[Struggling to alter John Covalt's archery scripts since...not long ago...]
[struggling to implement Demangel's dragonrider system since...not long ago...]
[struggling since....birth...]
Posted by Richard Cranium ( ..xxx.xxx ) at 2004-03-15 16:36:00
Update � I�m currently working on integrating the PrC Consortium classes into CCS, but it�s turned out to be much more difficult than I thought. I�ve got most of it figured out, but the behavior is not quite what I expected and I may have to contact the makers of the PrC Consortium to figure this out. Once I have a playable version I will release it as a separate system, Class Control System for PrC Consortium (CCS4PrCC). I love acronyms. CCS will be updated to v1.5 with various code revisions and added functions, but will still only be compatible with the stock classes in NWN, SoU, and HotU.
Thanks for being patient!
Posted by MorganQuickthrust at 2004-03-11 19:49:57 Voted 8.00 on 03/11/04
Yup, that sounds perfect, Richard...now to get my archery tournament working.. :D
[Struggling to alter John Covalt's archery scripts since...not long ago...]
[struggling to implement Demangel's dragonrider system since...not long ago...]
[struggling since....birth...]
This is a compilation of the old system into a single score. There were 4 that made this score of 9.50 then rounded to 10.
Posted by MorganQuickthrust at 2004-02-19 20:35:00 Voted 8.00 on 03/11/04
That sounds great! It just seems like a natural for it. ;)
Posted by Richard Cranium ( ..xxx.xxx ) at 2004-02-19 18:09:00
MorganQuickthrust,
Hey, sorry I haven�t gotten back to you until now. I�m actually thinking about making an add-on in v1.5 for the Prestige Class Consortium's PrC Pack. I�ve had a couple requests now for it and since CCS is just about complete functionality-wise, it would be fun to add this in to expand on CCS� usefulness. I just can�t promise this will come in the next few weeks as my life is rather busy right now. I�m sure making the add-on will be simple, just time consuming. Maybe toward the end of March or early April.
Posted by MorganQuickthrust at 2004-02-14 13:10:00 Voted 8.00 on 03/11/04
Hi Richard,
I definitely want to make use of this system. I also want to use the PrC Consortium System for additional Prestige Classes. Essentially they create new PrC's through 2da modifications. I was wondering what I needed to do to get it to work with yours. I've combined the classes.2da (sp) files, but I'm not sure what I need to change on each new PrC entry to get it to function correctly with yours. Is this difficult to do? I'd like to make them work together. I'd also like to add other PrC's I need for my module in the future, so knowing what to do would be helpful. Heh heh... :)
Any help you can provide would be greatly appreciated!! :)
Thanks!
Posted by Richard Cranium ( ..xxx.xxx ) at 2004-02-12 21:11:00
Khalek_D_Ariana,
I believe you just need to make sure that CCS_EPIC_LEVEL_CONRTOL=1 in the �ccs_defaults� script, which it is by default. Then execute the code from the �ccs_en_epic_lvl� script from your OnClientEnter module event. You should be calling oPC, or whatever variable you use to depict as the PC, as GetEnteringObject(). So don�t use the ExecuteScript function here, actually merge the code from the �ccs_en_epic_lvl� script into your OnClientEnter module event if you already have one.
The �ccs_en_epic_lvl� script assigns oPC as GetPCSpeaker(), as this script was intended to be called from a conversation. So if you don�t already have an OnClientEnter module event, just change the way oPC is set by making it GetEnteringObject().
E-mail me if this does not work for you or if this is totally geek to you, and thanks for your interest in CCS!
Posted by Richard Cranium ( ..xxx.xxx ) at 2004-02-12 16:48:00
Hmmm, perhaps I forgot to take this out of the 1.4 documentation? The �ccs_on_act_item� script was removed in v1.4 due to HotU�s ability to run a script that matches an item�s tag when the item is activated. So, you don�t actually need this script. Anyone upgrading to v1.4 from previous versions should remove this script if they have it. Additionally, anyone upgrading to v1.4 who previously used the PC Trainer Tool should replace the tools with the one from v1.4 as the item�s tag was changed, i.e. PC Trainer Tools prior to v1.4 will not work in v1.4.
Just a clarification...can I use this to allow epic levels, but only when trained and paid for, and have no effect on character levelling prior to 21?
If so, it's perfect for my multiplayer module.
Thanks. It looks like a good system.
Posted by Accerak ( ..xxx.xxx ) at 2004-02-11 06:34:00
Hi;
Just wondering, I'm going through the instructions to install the script, and it says there should be a script called ccs_on_act_item. I'm not finding this when I import the erf. Everything else is there, but not this one. Any suggestions, or has this script been removed and the instructions just not updated to reflect that?
Posted by Richard Cranium ( ..xxx.xxx ) at 2004-02-04 16:59:00
Excellent! I�m glad to hear that. Just as an option, you could export the �Level Up� pillar from the CCS test module, be sure to also export the script attached to it, and import it into your module for testing. It will always give you as much XP as you need to gain the next level! This should assist you in testing your henchmen.
Also, you may want the �Give Gold� lever from the CCS test module if you�ve configured CCS to require payment to train.
Thanks for your interest in CCS! =)
Posted by otwyn_nwn ( ..xxx.xxx ) at 2004-02-04 03:37:00
Hi, it is Otwyn again...can't login for the comments as I am at work.
Thanks for the info Richard. I think I figured out my problem. I tried to level them up when I had enough XP to level, but I had not visited the trainer and levelled myself. If I had levelled first, it probably would have worked. Now problem is I need to gain enough XP for another level to try it again. Other then this CCS works very well in our module.
Posted by Richard Cranium ( ..xxx.xxx ) at 2004-02-03 22:29:00
Ah, I get it now. Well, I can�t really see why it would effect the way a henchman levels, simply because CCS only interacts with the way the PC levels. It is likely that the henchman�s trigger to level up is when the PC levels. Because NWN is built in a modular fashion, I should be able to change or influence one aspect of the game without effecting other parts of it. You see, the PC is still going to level at some point, which should trigger the henchman�s level up event and use a set of scripts completely unrelated to CCS.
So to answer Otwyn�s question, I�d have to say CCS does not effect the way a henchman levels up, whatsoever; and will continue to level normally as the PC gains levels.
Of course, that is my theory. If anyone can prove me wrong, I will gladly do the research to fix the problem.
Thanks for the clarification, Sleroth.
Posted by Sleroth ( ..xxx.xxx ) at 2004-02-03 21:59:00
I think what he means is that henchmen level as the PC does but as the PC now needs a trainer how would the henchman level? Any thoughts or suggestions?