Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN SCRIPTS

- Jump to comments -
Title  RiffRaff's Leveling Weapons System
Author  RiffRaff
Submitted / Updated  06-17-2006 / 11-22-2006
Category  Scripting routines
Expansions  HOTU-1.67
Format  Module and Code
Type  Type - Other
Includes  Custom
Description
// These items actually increase in power as they are used more.
// They gain XP and levels like a character does

// 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_level_weapons"
// void main() { Level(); }
// 4) Put the item where players can get it.

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

// Customization:

// This system is highly customizable. The file rr_level_weapons contains all
// of the important functions.

// void AddPowersByLevel(object oItem)
// This function lets you decide at what levels the items will gain certain powers

// void AddLevelMegaDamage(object oItem)
// Megadamage is a 1d100 roll of elemental damage added to every attack.
// Here you can control how devastating the weapon truly becomes.
// Be careful with megadamage, it can easily throw balance off unless
// Everyone has the same capability.

// void AddLevelDamage(object oItem)
// This function adds normal elemental damage to the weapon. (1d6, 2d12, etc)

// int GetDamageBonusValue(int iLevel)
// This function decides how much massive critial damage is added at what level

// int GetBonusValue(int iLevel)
// Allows you to change what levels people get +1, +2, etc.

// Damage Values:
// 1 = 1 // 2 = 2
// 3 = 3 // 4 = 1d6
// 5 = 1d8 // 6 = 1d10
// 7 = 1d12 // 8 = 2d8
// 9 = 2d12
// int GetArrowDamage(int iDamage)
// Allows you to change the elemental damage
// constants set in void AddLevelDamage(object oItem)

Files

NameTypeSizeDownloads
rr_level_weapons.erfrr_level_weapons.erf
Submitted: 06-17-2006 / Last Updated: 06-17-2006
erf30.73Kb291
The erf with only the scripts needed to run the system.
RiffRaffs_Leveling_Weapon_System.modRiffRaffs_Leveling_Weapon_System.mod
Submitted: 06-17-2006 / Last Updated: 09-27-2006
mod63.64Kb151
New! Full mod with unique power to show weapons current level.
RiffRaffs_Leveling_Weapon_System.modRiffRaffs_Leveling_Weapon_System.mod
Submitted: 06-17-2006 / Last Updated: 09-27-2006
mod62.98Kb208
A module with a leveling weapon on the ground.
SCORE OUT OF 10
10
7 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS

Levelup!





You Must Be Logged In to Participate.
Comments (27):

Posted by Shargast at 2007-10-29 09:45:55    Voted 10.00 on 10/29/07
Does what it promises. Would of like to see some more examples, but that's no problem.

Great works
Shargast
_________________________
Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth

Posted by riffraff at 2006-10-29 07:02:51    
In rr_level_weapons:
const int XP_PER_LEVEL = 3;

Just change it to

// 200 hits per level
const int XP_PER_LEVEL = 200;

and make sure you recompile all of your scripts, it's important because this is an include.
_________________________
My Submissions

Posted by Jargh193 at 2006-10-10 11:51:14    
Quick Question....

No matter what I do I can't change the xp required for the weapon to level, 3 hits and it levels, even when the constant is set at 200. am I missing something?

The readme lets me know how to change the damage per level and how to set it up, but not how to change the xp. My scripting is weak, but if I'm reading this right it should be the constant multiplied by the weapon level would be te number of hits before the item levels up again. Any clue as to what I'm doing wrong?

Posted by RapidDeployment at 2006-09-29 22:09:19    Voted 10.00 on 08/20/06
Bless your heart, riffraff you crazy cross-dressing falsetto you!
_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

Posted by riffraff at 2006-09-27 19:09:28    
I added it to the latest mod Rapid. It should have been in my original release, good call!
_________________________
My Submissions

Posted by RapidDeployment at 2006-08-27 12:46:29    Voted 10.00 on 08/20/06
Thanks for the reply - So any idear on how to go about setting up the onactivate item code to check your leveled weapons level?


_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

Posted by riffraff at 2006-08-26 20:46:51    
>> One question- Is this persistant?

Yep, permanent ips on the weapon, so it persists over resets.

>> After line 106 [default:] is there room in there to jazz up?

That would be the best place to go to town, just note that it only gets applied for levels 31-40.

>> Could say an onactivate item Unique power be used to give some kind of indiction of the weapon's level?

Ya, that is a good idea.
_________________________
My Submissions

Posted by RapidDeployment at 2006-08-20 02:39:36    Voted 10.00 on 08/20/06
Sorry to be a spambot, but when I find something cool I just gotta nail it down-
After line 106 [default:] is there room in there to jazz up?
Apply some kind of temporary visual effect to the wielder?
Could say an onactivate item Unique power be used to give some kind of indiction of the weapon's level?
_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

Posted by RapidDeployment at 2006-08-20 01:30:25    Voted 10.00 on 08/20/06
One question- Is this persistant?
_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

Posted by RapidDeployment at 2006-08-20 01:07:11    Voted 10.00 on 08/20/06
This is just to frackin' cool. Love it Riffraff.
_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

Posted by ffbj at 2006-07-06 06:12:51    Voted 10.00 on 07/06/06
Forgot to vote.

Posted by ffbj ( 216.160.xxx.xxx ) at 2006-07-06 06:05:01    
Cool idea. RiffRaff has mad a number of great contributions to the community this is one. Thanks.

Posted by riffraff at 2006-07-04 11:59:11    
You see this function:
void AddPowersByLevel(object oItem)
{
int iLvl = GetLocalInt(oItem, "Level");
switch(iLvl)
{
case 30: // Megadamge
AddLevelMegaDamage(oItem);
case 29:
case 28:
case 27:
case 26:
case 25:
case 24:
case 23:
case 22:
case 21:
case 20:
case 19:
case 18:
case 17:
case 16:
case 15:
case 14:
case 13:
case 12:
case 11:
case 10: // Keen
AddLevelKeen(oItem);
case 9:
case 8:
case 7:
case 6:
case 5: // MassiveCrits
AddLevelMassiveCrits(oItem);
case 4:
case 3:
case 2: // Damage
AddLevelDamage(oItem);
case 1: // Enhancement
AddLevelEnhancement(oItem);
ColorToOne(RandomColor(), " * * * Your " + GetName(oItem) + " is now level " + IntToString(iLvl) + " * * * ", OBJECT_SELF);
break;
default:
AddLevelMegaDamage(oItem);
AddLevelKeen(oItem);
AddLevelMassiveCrits(oItem);
AddLevelDamage(oItem);
AddLevelEnhancement(oItem);
ColorToOne(RandomColor(), " * * * Your " + GetName(oItem) + " is now level " + IntToString(iLvl) + " * * * ", OBJECT_SELF);
}
}

If you just add new addlevel* functions that are appropriate for armor, then it could work without any other modification imho.

I think onhitcast uses the same event for getting hit on an armor.
_________________________
My Submissions

Posted by Vincent Dealcroix at 2006-07-03 21:31:32    Voted 10.00 on 07/03/06
Would it also be possible to do the same for armor and amulets/rings, could make for an interesting prospect.
_________________________
Vincent

Posted by Vincent Dealcroix at 2006-07-03 21:29:38    Voted 10.00 on 07/03/06
Well done, it's been the first thing I have seen so far on level up weapons.
_________________________
Vincent

Posted by riffraff at 2006-06-20 16:49:46    
Yes, the level of the weapon is self-contained. If it is level 10, it will be level 10 no matter who owns it. A level 40 character wouldn't stop the weapon from gaining xp.
_________________________
My Submissions

Posted by Fleshmelter at 2006-06-20 08:54:08    Voted 10.00 on 06/18/06
Yeah i would definetly use it for more god-like items. Does it gain xp seperate from the character....i.e. a lvl 40 character gets the lowest level form of the weapon.....can he level up the weapon even though he doesn't get xp from kills anymore?
_________________________
PW Action Server:
| Chaosgate |


Posted by DaNippers at 2006-06-19 21:01:17    Voted 10.00 on 06/17/06
Yeah that Helps Now I just Gotta Find out why My Armor levels, My bow levels, My Sheild levels and My sword Tells me To take A Leap at a Large Dragon, lol Prefferably with a DIFFERANT weapon, lol And Yeah I got yer Armor and Weapon Sets BOTH, just Like the idea weapon gets Level on it's Own heh
_________________________
"We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by riffraff at 2006-06-19 17:17:59    
A way to implement multiple different power sets would be to make different copies of the include file and use them for different weapons. For example, this is the default implementation:
#include "rr_level_weapons"
void main()
{ Level(); }

Say you made a different version of "rr_level_weapons" and call it "rr_levelweapon2". Then implement it like this:
#include "rr_level_weapon2"
void main()
{ Level(); }

This new weapon would have the attributes of the modified include file.

Did that help?
_________________________
My Submissions

Posted by rathsrants at 2006-06-19 16:44:22    
If a server uses the ILR. The roleplay explanation could be that the weapon has grown beyond the players ability to wield and control. Like a intelligent sword or a artifact as a example.
_________________________
The Dirty Dwarf

Posted by DaNippers at 2006-06-19 13:56:34    Voted 10.00 on 06/17/06
Again I love this system, Too bad I don't see a Way to customize it for say Seperate weapons, Like maybe I longsword with a DIFFERENT set of bonuses, If there is, wondering if you could add a Manual explination maybe? i know I'm askin a lot but even if One's not forthcomming it's Still a HIGHLY useful script :)
_________________________
"We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by 97AndyMacK at 2006-06-19 08:37:34    Voted 10.00 on 06/19/06
Yay, great idea.

Posted by Fleshmelter at 2006-06-18 14:46:14    Voted 10.00 on 06/18/06
Definetly a powerful idea!
_________________________
PW Action Server:
| Chaosgate |


Posted by riffraff at 2006-06-18 05:17:59    
DragonBlood:
Yes, ILR will kill the system if the player gets too ambitious. I will make a new release that accounts for this. In your opinion, would you rather use renewable temporary ips and have ILR ignored, or would you rather just have the sword stop gaining experience if the player isn't high enough in level?

Nippers/Scarface: The cookie goes to Scarface because he commented first. Beware cookies from strangers though... Escpecially scripters!

Nippers: Because you voted, you get two cookies!
_________________________
My Submissions

Posted by DaNippers at 2006-06-17 23:35:21    Voted 10.00 on 06/17/06
Weather it works to my needs or not, lol The idea is something I've wanted/needed on many occassions and The Script even functioning PARTIALLY is both a help and Credit :) So the vote goes before cause I don't see and 15 on the scoreing scale, lol And You may notta been the first to download Scarface Mwahahaha *Steals half a cookie* lol
_________________________
"We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by sdragonblood at 2006-06-17 20:50:56    
Was wondering, if you have the item level restrictions in a server, would your PC theoretically gain enough XP with a weapon to where he/she couldn't use it?
Is there a way to limit how much can be gained?

Posted by +scarface+ at 2006-06-17 12:10:19    
Nice one RiffRaff, I started a VERY similar project to this one a while ago but never got around to finishing it (like most of my projects). I will check this out.

I am the first to download this, do I get a cookie :D
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 UI


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters