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NWN SCRIPTS

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Title  Ki System for Level Scalable Items
Author  RiffRaff
Submitted / Updated  06-04-2006 / 11-22-2006
Category  Scripting routines
Expansions  HOTU-1.67
Format  Code Only
Type  Type - Unique Items
Includes  Custom
Description
This fully customizable system allows you to give items to players that go up in level as they go up in level. The power of these items is determined by the person using them, they are "Ki" powered.

// ****************************************************************************
// Readme for Ki Power System
// By RiffRaff
// ****************************************************************************

// The Concept:
// These items allow a player to channel his/her Soul Energy into them. The
// more powerful the players soul is, the more powerful the item is.

// Purpose:
// The Ki Power System allows you to give an item to a player and have it's
// powers scale as the player goes up in level. The weapon changes as the owner
// changes. (Example: A level 1 owner will have a +1 sword, where a level 40
// owner will have a +12 sword.)

// Installation:
// Import the erf provided.

// Usage:
// 1) Create an item and make note of its TAG ***.
// 2) Create a script and name it the same name as the items TAG.
// 3) The script needs to look like this:
// #include "rr_ki"
// void main() { Ki(); }
// 4) Put the item where players can get it.

// *** The Ki longbow or shortbow must have a tag of rr_custombow

// ****************************************************************************

// Customization:

// The Ki system is highly customizable. The file rr_ki contains all of the
// important functions.

// void AddKiPowers()
// This function allows you to change the levels when you gain new powers


// void AddKiPower(int iPower, int iLevel, object oItem, object oPC);
// This function allows you to tweak the actual powers given

// void AddKiSpecialWeapon(object oPC, object oItem);
// Allows you to customize the SUGGEST_SPECIAL power

// void AddKiImmunities(object oPC, object oItem);
// Allows you to customize the SUGGEST_IMMUNITY power

// void AddBowDamage(int iLevel, object oItem);
// Allows you to customize the damage bonuses for unlimited ki arrows

// int GetKiElement(object oPC);
// Allows you to customize which alignment gets which damage type

// int GetKiAbility(object oPC);
// Allows you to customize which class gets which ability bonus

// int GetKiSkill(object oPC);
// Allows you to customize which class gets which skill bonus

// int GetBonusValue(int iLevel);
// Allows you to customize how much enhancement/attack bonus is received at what level

// int GetDamageResistanceBonusValue(int iLevel);
// Allows you to customize how much damage resistance bonus is received at what level

// int GetDamageReductionBonusValue(int iLevel);
// Allows you to customize how much damage reduction bonus is received at what level

// int GetDamageBonusValue(int iLevel);
// Allows you to customize how much damage bonus is received at what level

// ****************************************************************************

// README For Custom Unlimited Arrows:
//
// Installation instructions:
//
// 1) Import the erf
// 2) Place the magical bows/slings/xbows where players can get them
// 3) Edit the variables to control damage/powers
// 4) Make sure the tag of the bow/x/sling is correct

// Tags:
// rr_custombow = Longbow / Shortbow
// rr_customsling = Sling
// rr_customx = Heavy Crossbow / Light Crossbow

// The variables:
// BowDamage / BowPowers / MegaDamage
//
// * BowDamage Examples:

// Pirce, Magic, Fire, Cold, Acid, Electic, Sonic, Divine, Negative
// 9 9 9 9 9 9 9 9 9
// 999999999 = 2d12 of each damage type on each arrow

// Pirce, Magic, Fire, Cold, Acid, Electic, Sonic, Divine, Negative
// 0 0 0 8 6 2 0 1 0
// 862010 = 2d8 cold, 1d10 acid, 2 electric, and 1 divine

// Pirce, Magic, Fire, Cold, Acid, Electic, Sonic, Divine, Negative
// 1 0 0 0 0 0 0 0 0
// 100000000 = 1 pierce

// * BowPowers Examples:

// Extra Attacks, Dex Bonus
// 5 (max) 9
// 59 = 5 extra attacks per round and 9 bonus dexterity.

// Extra Attacks, Dex Bonus
// 0 2
// 2 = 2 bonus dexterity.

// Extra Attacks, Dex Bonus
// 1 0
// 10 = 1 extra attack per round.

// * MegaDamage Examples:

// Pirce, Magic, Fire, Cold, Acid, Electic, Sonic, Divine, Negative
// 9 9 9 9 9 9 9 9 9
// 999999999 = 9d100 of each damage type on each arrow

// Pirce, Magic, Fire, Cold, Acid, Electic, Sonic, Divine, Negative
// 0 0 0 8 6 2 0 1 0
// 862010 = 8d100 cold, 6d100 acid, 2d100 electric, and 1d100 divine

// Pirce, Magic, Fire, Cold, Acid, Electic, Sonic, Divine, Negative
// 1 0 0 0 0 0 0 0 0
// 100000000 = 1d100 pierce

// Damage Values:
// 1 = 1
// 2 = 2
// 3 = 3
// 4 = 1d6
// 5 = 1d8
// 6 = 1d10
// 7 = 1d12
// 8 = 2d8
// 9 = 2d12

Files

NameTypeSizeDownloads
Ki.zipKi.zip
Submitted: 06-04-2006 / Last Updated: 06-04-2006
zip26.43Kb210
This is a module with the Ki System Implemented with a ki bow and a ki dagger on the ground.
rr_ki_system.erfrr_ki_system.erf
Submitted: 06-04-2006 / Last Updated: 06-04-2006
erf56.47Kb204
This package includes the base ki script rr_ki with some extra scripts associated with the Ki Bows. Also included is the Custom "Unlimited Arrow" Item needed for Ki Bows.
SCORE OUT OF 10
9.5
2 votes
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SCREENS

Ki bow at full power





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Comments (7):

Posted by maddogfargo at 2009-03-25 19:46:10    Voted 9.00 on 03/25/09
Can't believe nearly 200 downloads and only 1 vote?

Anyway, giving it a 9. Nicely documented scripts, and a very interesting system. It is close to what I was looking for but not exactly. Still, I've learned a bit about item property manipulation by loking at these and other scripts so it has been a great learning experience.

Nice work RiffRaff!

Posted by thejonbell at 2006-09-19 19:03:22    
wow. this is so odd; i was actually in the process of talking with scripters to figgure out how to do this... thank you, very much!

Posted by DaNippers at 2006-06-19 21:09:23    Voted 10.00 on 06/19/06
Sheez lol
_________________________
"We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by riffraff at 2006-06-05 16:49:00    
The bow should cause any lag, but if you use megadamage it does apply onhitcastspell, so it is more intensive. Without megadamage it is just as efficient as any other bow. My onhitcastspell code is not very intensive really, so I wouldn't worry about it.

You don't need CEP to use this package, but it does work with these CEP weapons.

300 16807218 trident
301 16807221 heavypick
302 16807224 lightpick
303 16807227 sai
304 16807230 nunchaku
305 16807233 falchion
308 16807242 sap
309 16807245 daggerassn
310 16807248 katar
313 16807257 kukri2
316 16807266 sh_x1_falchion
317 16807269 sh_x1_heavymace
318 16807272 sh_x1_maul
319 16807278 sh_x1_mercuryls
320 16807281 sh_x1_mercurygs
321 16807275 sh_x1_doublesc
322 16807284 goad
323 16807287 windfirewheel
324 16807942 maugdoublesword
_________________________
My Submissions

Posted by Anonymous ( 201.29.xxx.xxx ) at 2006-06-04 20:42:44    
thank you so much im implementing it right now!
just another question this system is compatible with the cep weapons like katar, nutchaku,falchions and others?..

and the bow script dont will make hight processament of my module causing lag?

thnx alot its great and fun

Posted by riffraff at 2006-06-04 12:13:53    
I added a zip file with a module that has a few example items.
_________________________
My Submissions

Posted by Anonymous ( 201.29.xxx.xxx ) at 2006-06-04 10:16:24    
a better documentation and a zip file with manual to use is high apreciated if u can do it because stay reading the description to learn how to use is not much cool but the system is :P

make a manual "noob friendly" with some examples will make the system famous i swear ehehe

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