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NWN SCRIPTS

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Title  Blasco's Simplified Bounty Creatures
Author  Blasco-Yang
Submitted / Updated  10-17-2009 / 11-15-2009
Category  Creature Related
Expansions  NWN-1.69
Format  Code Only
Type  Type - Other
Includes  Custom
Description
A simple include file from which you can call a function in your module's OnRespawn script.

When a player respawns, the function provides a 25 percent chance that his killer (if the killer is a creature rather than a player) will become a wanted bounty creature.

The killer has its name changed to reflect its bounty status and the amount of the reward for its death.

A message is sent server wide announcing the new bounty as well.

The reward money is dropped on he ground when the creature is slain.

Files

NameTypeSizeDownloads
Bounty2.erfBounty2.erf
Submitted: 10-17-2009 / Last Updated: 10-21-2009
erf7.31Kb63
Made the following modifications to this version of the include file:

1) Chance that the killer will become a bounty creature is now based on the deceased players level. The higher the player's level, the greater the chance his killer (as long as the killer is a creature and not another player) will be marked as a bounty creature. (My thanks and credit to ffbj for this suggestion)

2) Three toggle switches with which you can set the following defaults:
A) Maximum possible reward for killing a bounty creature.
B) Minimum possible reward for killing a bounty creature.
C) The base reward from which all the calculations for the
final reward are calculated.

Simply download and overwrite the original "00_bounty_1" include file.

Let me know if you find any issues with this version.
00_bounty_1.erf00_bounty_1.erf
Submitted: 10-17-2009 / Last Updated: 11-15-2009
erf29.37Kb45
Bounty3
UPDATED: 11/15/09
Updates to the "00_bounty1" include file:

1) You can now toggle between using a flat, across the board percentage rate for the
chance that a killing creature will become a bounty, and using the increased
chance based on the players level. (By making use of the new "UseStraightPercentage"
constant integer.

2) You may now use the "StackRewards" constant to make the rewards stack for the
death of a wanted bounty creature who has killed more than one Player. Simply set
it to "TRUE" to turn this feature on. NOTE: The reward will not stack when the
creature kills a player it has already slain at least once before, but any new players
it kills will cause the rewards to stack..

3) Within the new version of the module you will find the "Bounty Log". This book
stores up to 50 differently named wanted bounty creatures that you have killed.
Once a creature's name has been stored in the book it will not store that identical
name again, but will instead, increase the kill count for that named creature.

In the event that you have a named creature whose name does not translate well
for the purpose of keeping a record of kills (such as given names like: "John", "Larry",
"Merlin", etc;) you can set a local string on the creature named: "SpecialName" and
set its value to the name you wish to use for keeping a record of it.

IMPORTANT: This record of kills is kept through variables that are set on the Bounty Log
itself. As such, this is highly unreliable in any setting other than
Server Vault. If you are using this on a server vault then you should
have no problems, but if otherwise, be prepared for issues. Outside
of a server vault, I would suggest simply not using the Bounty Log
feature.

4) Features a new function that should only be called from within the creature's
OnPerception event: "TauntBountyHunters(object oPercieved,object oCreature,int bSeen)"
Calling it within the OnPerception event of your creaures will allow enemies that
have been flagged as wanted bounty creatures to spout a one line taunt at the
percieved player as long as the player was percieved by sight.

As an added bonus, I have scripted it so that if the percieved player is one the
creature has slain before, the creature will recognize this and give a one line taunt
in regard to that fact.


Personal Note:

Please be advised that the manner in which I scripted the Bounty Log to record, and
retrieve creature names, and the number of kills was quite convaluted. The logic of
it often seemed to fold back in on itself and I found it to be one of the more difficult
tasks I have undetaken. That said, I enjoyed figuring out how to get it done (though
there may be a simpler means for all I know),

I have tested, and retested and thus far have found no issues with it, but that does not
mean that I haven't missed something. I encourage you to test it and report back on
any bugs, or problems you discover.

Thank you.
DEMO_Blascos_Bounty_Creatures.modDEMO_Blascos_Bounty_Creatures.mod
Submitted: 10-17-2009 / Last Updated: 10-20-2009
mod120.21Kb50
A simple demonstration of the Bounty Creature's Include file.
Intended for low level (Levels 1-4) characters.
BountyCreatures.erfBountyCreatures.erf
Submitted: 10-17-2009 / Last Updated: 10-17-2009
erf5.5Kb56
--
DEMO_Blascos_Bounty_Creatures_2.modDEMO_Blascos_Bounty_Creatures_2.mod
Submitted: 10-17-2009 / Last Updated: 11-15-2009
mod249.07Kb50
UPDATED: 11/15/09

Second version of the module with all the updated scripts/Bounty Log item/ XP lever.
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Comments (29):

Posted by Blasco-Yang at 2009-11-24 16:23:33    
To: " mlw2002"

Ah. Glad to hear that. Thanks for coming back to clear that up. I appreciate it.

Posted by mlw2002 at 2009-11-24 00:27:04    Voted 10.00 on 11/24/09
Well Blasco,

Go figure. I went away for a few days came back fired this up to check the script was in the ondeath event (which it was). Figured I would try it again anyway and HEY PRESTO ! It works like .... a very well written and thought out script :-)

All I can think is that I had loaded a few modules in the toolset and somehow it got screwed up by something previous. Basically I think the reboot and fresh start fixed it.

Very nice work !!

Cheers

Posted by mlw2002 at 2009-11-24 00:26:54    Voted 10.00 on 11/24/09
Well Blasco,

Go figure. I went away for a few days came back fired this up to check the script was in the ondeath event (which it was). Figured I would try it again anyway and HEY PRESTO ! It works like .... a very well written and thought out script :-)

All I can think is that I had loaded a few modules in the toolset and somehow it got screwed up by something previous. Basically I think the reboot and fresh start fixed it.

Very nice work !!

Cheers

Posted by Blasco-Yang at 2009-11-21 07:38:22    
To: " mlw2002"

Whoa. That is strange. After I saw your post I downloaded the module myself so that I could be certain whether the issue lay with your end of things or whether I had forgotten something.

Running the download myself, I saw no problems.

I pick up the book, go out and get myself killed.

Once I respawn I get a Bounty Alert message in the server window,

At this point there is nothing in the book. (The book will only record the kills you make against wanted bounty creatures)

I go invis, run back to where my killer is,

Click on my killer, who now has his name changed to reflect the fact that he is a wanted bounty creature, and I look at his description to see that it has also changed to reflect his wanted bounty status and declares that he is wanted for the murder of (my name).

I kill him, and I now have a new entry in my log book.

You have me at a loss for a concrete answer to your situation, but I will look into it.

It almost sounds like the scripts aren't loaded to the events in your version for some reason. Check the modules OnPlayerRespawn event to be certain the script: "mod_onplayerrez" is selected for that event.

Keep me informed on what you find out.

And if anyone else sees anything like this please let me know.

Posted by mlw2002 at 2009-11-21 03:58:06    Voted 10.00 on 11/24/09
Hey Blasco-Yang,
Im obviously doing something wrong here. I downloaded the demo module 2 and when I run it I cannot get anything to work?

I pick up the book
Run out die
On respawn there is no message and nothing in the log
I go invis and check the creature and there is no change
When I kill it - nothing...

Very strange - any ideas?

Thanks

Posted by Blasco-Yang at 2009-11-15 12:36:09    
Demo_Blascos_Bounty_Creatures_2 module is up there now. It is the latest version of the module as of 11/15/09.

Posted by Blasco-Yang at 2009-11-15 09:26:19    
Okay, as of 11/15/09 I have an updated version of the "00_bounty_1" include file up there.

I have an updated version of the demo module that contains the Bounty Log and several other improvements as well. I uploaded it here,but it hasn't appeared up there yet.

I have implemented all 3 of the suggestions:
1) A record of wanted bounty creature kills.
2) Stacking of rewards.
3) One line taunt spoken by the wanted bounty creature.

I have also added a few polishing touches by keeping the creature's original description and adding the Bounty Alert Status of the creature beneath that as an addition to the description. (With some colored strings to liven it up a bit.)

Many of the features can be toggled on or off.

I will keep checking on the new version of the Demo Mod to see if it has posted. If it doesn't, I will attempt to upload it again.

Posted by Blasco-Yang at 2009-11-08 09:06:29    
Okay, I just uploaded the DEMO module for the system ffbj and I were working on under the title:

"Blasco and ffbj's NPC Citizen Project"

Unfortunately, the title doesn't come anywhere near to encompassing all that the system contains.

But having completed that, I managed to get back to this and have succeeded in tackling two of the requests:

1) I now have it set up so that when the creature kills a Player character that it has never killed before the reward for its death will stack on top of previous rewards (This can be toggled on or off at the builder's discretion)

2) I have implemented a function and an item called the "Bounty Log" whereby up to 50 "different" wanted bounty creatures can be logged when you, as a player kill them. It will keep track of the number of kills you make against each of these creatures.

The only one I'm having trouble with right now is the one to make the creature say a one line taunt against the player who comes to collect the bounty. (Some creatures simply don't have the capacity for speech, and varying intelligences can produce different ways of talking).

It's begining to look like I may have to scratch that one and move on to other things.

I will give it another day or so, to see if I can work up something, but if not then I will post the other two improvements and call it finished.

Posted by Blasco-Yang at 2009-10-28 17:02:09    
jdeavila:

That's yet another good idea.

My apologies. I've been wrapped up in another project that ffbj and I have been working for several days now so I haven't had the time to get back to this.

That project is nearly complete now (just needs a few finishing touches) and we will be uploading it to the vault soon.

I have every intention of doing my best to implement all three of your requests within this include file just as soon as I can.

I also have an update to my XP system that needs some attention, but I will most likely save that update for last.

You have a rather keen insight that spawns some creative ideas.

If you haven't taken a look at ffbj's contributions yet, I would highly reccomend it as the two of you seem to think quite alike.

You guys seem to have that whole "Thinking outside of the box" thing down to an art form. lol


Posted by jdeavila at 2009-10-28 00:10:13    Voted 10.00 on 10/18/09
Love this script of yours - do you thnk you can make one that shows how many kills one makes too? Something that keeps track of your kills by Creature name like:

Orcs killed: 11
Kobolds: 23
Humans: 2
etc..

Possibly listed in a book to be kept in your inventory.
_________________________
Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by ffbj at 2009-10-23 14:51:02    Voted 10.00 on 10/18/09
One last point would be that if an intelligent creature actually knew a bounty had been place on them would'nt they try to hide out? That is avoid encounters with those seeking to destroy them. So in this case maybe Kiss actually applies.

Posted by ffbj at 2009-10-23 14:47:10    Voted 10.00 on 10/18/09
One point on the taunt, would be how would the creature know, unless it is intelligent that a bounty had been placed on them? Since this is not persistent it would just be on that particular sever reset. So while the idea has some merit, not sure that it is all that logical. I expressed my opinion to Blasco on the other point which I initially thought was a reasonable idea, but again with no persistence, it does not make that much sense.

Posted by jdeavila at 2009-10-22 19:55:29    Voted 10.00 on 10/18/09
Like the way you get around the exploit - sounds like a plan.
_________________________
Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by Blasco-Yang at 2009-10-22 17:21:24    
jdeavila:

You have two very excellent ideas there:

1) Making the creature respond verbally to a Player who is facing him now as a bounty hunter.

Answer: I like the idea. Right off the top of my head I would think it would require another function within the "00_bounty_1" include. This function would have to be called from within the creature's OnPerception event handler. So more work for the builder, (a setup similar to what you need to do in the "OnPlayerRespawn" to get the bounty creature's working)but of course, its always optional.

2)Adding more to the bounty for each player it kills.

Answer: ffbj suggested this to me as well and I agree (ffbj's work and advice has been a fountain of inspiration to me over the years). It's an excellent idea.

I think, I had it set up that way when I first created it, but once I started considering putting it up for others to use I had to start thinking along the lines of potential exploits.

Scenario: A player has a character he doesn't care for and uses it to get the creature to kill him. Again, and again, and again, and again. Then let's his buddy kill the creature for the reward. Or he himself returns with another character to kill the creature for the reward.

Still, it is possible to add it in as an optional setting with the warning of it being potentially exploitable.

Or (I'm just thinking out loud here) we could set it up so that if the creature kills a DIFFERENT PC it would add to the reward, but any future kills of any PC it has already slain will not add to the reward. (Now there's a thought)

I will look into both suggestions and see what I can do.

Posted by ffbj at 2009-10-22 15:32:26    Voted 10.00 on 10/18/09
If you read down the comments you will notice I made this suggestion, multiplying bounties for multiple kills. Blasco's explanation to me was that that could be an exploitable feature. Of course you could alter it yourself, though I though Blasco's reaoning for not doing that was sufficient.

Posted by jdeavila at 2009-10-22 00:52:20    Voted 10.00 on 10/18/09
LOL..you should make the bounty creature say something like "You will never live long enough to collect your bounty" or something like this..can't think right now of a good one. Also..can you make it so that the more the same creature kills a player that it will add more bounty?
_________________________
Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by jdeavila at 2009-10-22 00:13:56    Voted 10.00 on 10/18/09
great work
_________________________
Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by red teflon at 2009-10-21 12:36:32    Voted 10.00 on 10/21/09
I think there are many ways you can expand on somethinglike this, please keep working on this.

Posted by Blasco-Yang at 2009-10-21 10:50:42    
Not a bad idea Fireball.

I would be more inclined to set the whole thing up on a pure percentage chance though.

Say anywhere from 10 to 75 percent chance rather than running it in increments of 25 percent as it is currently.

Kill a level 1-5 PC and there's a 10 out of 100 chance for the creature to becmoe a bounty.

Kill a level 5-10 and there's a 20 percent chance.

Level 11-15 gives a 30 percent.
Level 16-20 = 40 percent
Level 21-25 = 50 percent
Level 26-30 = 60 percent
Level 31-35 = 70 percent
Level 36-40 = 75 percent.

I might do a modification of it for that purpose. Thanks for the advice.

BTW ... I think I failed to mention that there is a Maximum on the reward as well. Currently set at 2000 gold, but it is easily modified within the include file.

Posted by ffbj at 2009-10-21 07:22:46    Voted 10.00 on 10/18/09
Cool. On slight modification I would recommend would be to alter the percentage chance a creature becomes a bounty creature. (Default 25%) by adding the level of the deceased maybe level x2 to that number say after Pc is level 10 (server specific). So higher levels characters killed in this way would be more likely to have a bounty placed on their killer. So it would jump from 25% to 45% if the dead PC is 10th level, for instance.

Posted by Blasco-Yang at 2009-10-20 18:43:11    
I suppose I should mention that the reward given for the death of a bounty creature has been carefully designed to avoid potential exploits.

The more XP the deceased loses the greater the reward for the death of his killer.

If a player has just leveled and loses NO xp on his death the reward will be the minimum. (Which is currently set at 10 gold)

I tried to look at this from every possible angle as far as the ability to exploit it, and I feel that I have covered everything, but if you see anything that could lead to a potential problem please let me know.

Posted by Blasco-Yang at 2009-10-20 18:19:37    
Thanks for the comments. I have uploaded a demonstration module as requested.

Once the player is killed by a creature he must respawn before his killer will be announced as a wanted bounty creature.

The Demo module is set up to turn your killer into a bounty creature 100 percent of the time. This is only for testing purposes. The intended usage for a module is about 25 percent of the time.

Upon respawning you will notice a server wide Bounty Alert message telling who was killed and naming the killer and announcing the reward for the death of the creature.

Anyone who sees a creature that has been announced as a wanted bounty will note that the name of the creature has been modified to reflect the fact that this is indeed, a bounty creature, and the amount of the reward for the death of this creature is included as a part of its name.

If you inspect the creature's description you will further notice that its description has been modified to declare it as a wanted creature.

It names who it killed, gives the amount of the reward, and informs you on how to collect the reward.

As always, I am open to suggestions, and constructive criticism.

Please let me know if I've missed something, or if you find any bugs in the works.

Posted by jdeavila at 2009-10-20 09:04:40    Voted 10.00 on 10/18/09
Just a note - you should also provide a mod demonstrating this. I had a friend tell me he would have downloaded this if it had a mod demonstrating this in action...just so you know.
_________________________
Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by azak30 at 2009-10-19 20:38:24    Voted 10.00 on 10/19/09
Very well done, and about time someone did something like this. completely awesome contribution.

Posted by jdeavila at 2009-10-18 18:22:52    Voted 10.00 on 10/18/09
Very Sweet script - THANKS!!
_________________________
Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by ffbj at 2009-10-18 11:20:07    Voted 10.00 on 10/18/09
Np. I am notorious for not giving much information on the stuff I do.
So that's cool. I thought it was pretty clear anyway just wondered about that one aspect, multiplying bounties.

Posted by Blasco-Yang at 2009-10-18 10:50:20    
Excellent question ffbj and something I should have covered in the comments.

All of the possible exceptions are in the first few lines of the script.
Those exceptions are:

1) If the killer is a PC, then the script doesn't run:

if(!GetIsPC(oKiller))

2)This one covers specifically tagged creatures.
It retrieves the final 4 characters of the creature's tag and will return if those 4 characters match "Bnty". I use that tag convention for all of my Boss creatures, but it can be easily modified to suit your needs:

if(sRight != "Bnty")

3) I call an exception for ooze type creatures as it doesn't seem appropriate to me:

if(nClass != CLASS_TYPE_OOZE GetLocalInt(oKiller,"Reward");

4) If a reward has already been offered for the death of the creature then we won't add to it, or change it:

if(nReward == 0)

Thanks for mentioning that. My apologies for not covering essential information such as that to begin with.

Thanks for the vote.

Posted by ffbj at 2009-10-18 09:38:27    Voted 10.00 on 10/18/09
Just wondering, though probably won't be a problem if something, like a Boss has killed multiple PC's? Does the bounty double, terble? Of course not persistent over resets so I suppose no big whoop! Cheers.

Posted by ffbj at 2009-10-18 09:35:54    Voted 10.00 on 10/18/09
Cool idea and historically very accurate. When things become man-killers they get bounties put on them.
Wonderful! Wish I had thought of that.

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