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NWN SCRIPTS

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Title  EACXP - Easy, Averaging, Configurable XP
Author  Xanas
Submitted / Updated  02-11-2004 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Rewards
Includes  BioWare Standard

Files

NameTypeSizeDownloads
EACXP.rarEACXP.rar
Submitted: 02-11-2004 / Last Updated: 03-07-2004
rar6.44Kb543
--
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Comments (27):

Posted by Xanas at 2004-03-07 14:16:00    Voted 10.00 on 02/28/04
Updated!
Thanks to Brian Kittrell for his double xp message fix.


Posted by Xanas at 2004-02-29 14:23:00    Voted 10.00 on 02/28/04
Updated!
Improved: Debugging seperated slightly between pcs by delaycommanding the awards to them
Fixed: Lack of a check for npcs in party so that xp decreased based on summons
Fixed: Party issues (not gaining xp when more than 2 party members were in party, or when summons were in party).

Pretty sure that will do the job for just about everyone, but please tell me if you have any issues.
Thanks

Posted by Xanas at 2004-02-28 13:32:35    Voted 10.00 on 02/28/04

Posted by Xanas at 2004-02-23 13:07:00    Voted 10.00 on 02/28/04
To make it perfectly clear for those who are not aware of it, if you are using an XP system of any kind in your module (including mine) you must set the XP slider to 0 or you will get some oddities, recently someone emailed me a list of problems and I'm certain this is one of the issues they were dealing with (it's possible there were others but this is definetly the big one).


Posted by Xanas at 2004-02-23 01:15:00    Voted 10.00 on 02/28/04
Looks fine to me, though, something to realize is that becuase of the way the system works, creatures may actually give more XP to a character that can handle them easier. This is by design so that leveling speed is nearly linear, so a builder doesn't need to concentrate on having all the CRS just perfect for the level he intends the area for. Other pcs can go with higher levels and get good xp, but they won't get nearly as much as the higher level pc will so there is no exploiting to worry about.


Posted by Xanas at 2004-02-23 00:23:00    Voted 10.00 on 02/28/04
After some more algorithm testing (which I had set up before for performance). I've tested in pure mathematical form the results from parties of 3 and even up as high as 20. It seemed to come out about what I'd expect in every situation without any inconsistencies when the levels were the same. I'm going to try once more with a randomized slight level variation

Posted by Xanas at 2004-02-22 15:41:00    Voted 10.00 on 02/28/04
Yeah, I think it was your email I received. I'll try to sort this out as soon as I can get a larger party.

Posted by Trix ( ..xxx.xxx ) at 2004-02-22 13:26:00    
all member were very close lvls and the penalised member is random ie. not always the lowest lv char

Posted by Xanas at 2004-02-22 12:50:00    Voted 10.00 on 02/28/04
If they are at different levels they shouldn't get the same xp, if they did it would be the same problem as biowares system, where a player could easily spawn in a balor and then kill it with igms and the new guy helps everyone get hundreds of xp.

If they are not at different levels then I need to look into this.

Posted by Trix ( ..xxx.xxx ) at 2004-02-22 04:45:00    
How do i make it so that everyone in the party gets the same xp(players were not happy about getting less xp then other party members) other than that i think the script is perfect

Posted by Old_Scores_Transfered at 2004-02-20 10:29:35    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 2 that made this score of 10.00 then rounded to 10.

Posted by jGGG at 2004-02-18 01:56:00    
just reporting back in, i'm still working on the addition to this script as far as players having to level up before they can gain additional xp(it's a little more work than i thought it would be, and i'm far from being a proficient scripter). real life has reared its ugly mug once again and there's things i have to attend to... again, thanks for the script Xanas.

Posted by NWN93 ( ..xxx.xxx ) at 2004-02-15 21:38:00    
Alright, thanks.
Awesome scripts by the way.

Posted by Xanas at 2004-02-15 20:35:00    Voted 10.00 on 02/28/04
No, eaxp_inc is not supposed to compile, it's in an include file. Just make sure xa_on_death and nw_c2_default7 compile and you are fine.

The GetDebuggerFunctionis found in xa_gen_inc which should be included in the package

Posted by NWN93 ( ..xxx.xxx ) at 2004-02-15 13:25:00    
Okay, when attempting to compile 'eacxp_inc' I received a compilation error.

2/15/04 1:16:54 PM: Error. 'eacxp_inc' did not compile.
eacxp_inc.nss(62): ERROR: UNDEFINED IDENTIFIER (GetDebugger)

I was wondering - would this cause any problems when running the module?

Posted by Xanas at 2004-02-14 17:33:00    Voted 10.00 on 02/28/04
Heh, I know what you mean about sleep, anyway.. yeah I'm interested in that. Would be something decent to add to this.

Posted by jGGG at 2004-02-14 06:58:00    
was playing around with the constants for a while, testing things, got the xp distribution squared away.... then i come back here and you've updated the thing agian, lol. i'm using the latest version, everything is working great. i'm currently trying to work in a routine from the old David Bills system that stops xp gain when a player levels up during an encounter. this stops the powergamers from not leveling up and camping in easy areas accumulating xp as if they were a level lower than what they really are. i'll let you know if i get it working and will email you the code if you're interested. thanks again... must... get... sleep...

Posted by Xanas at 2004-02-14 04:32:00    Voted 10.00 on 02/28/04
Yeah, that was true before, however that is something else that I intended to get better at was calculating monster challenge vs. PC (besides, it's always been configurable). The new version up that corrects the issue about the level curve constant lacking a 0 also tries to more appropriately compare player level vs. CR Check it out. That CR 1 should now provide you xp.

Posted by jGGG at 2004-02-14 04:21:00    
*jGGG hangs head in shame*
sorry for that last post, should have read things more carefully... with the default settings a third level player killing a creature with a cr of 1 doesn't get any xp. everything works fine. thanks for your time and effort put into this.

Posted by Xanas at 2004-02-14 04:18:00    Voted 10.00 on 02/28/04
Oh, didn't answer that database question of yours.. no it does not but I'm releasing a bunch of pw oriented but single player capable systems over a period of time, so you'll notice the main xa_inc file contains some references to includes. Those are not actually in use which is why they were commented out.

Posted by Xanas at 2004-02-14 04:17:00    Voted 10.00 on 02/28/04
/me kicks self hard. Um.. easy fix, go into the script (I guess people are supposed to configure it, but I intended it to work hehe). Anyway, edit the constant that is currently set to .125 to .0125 and it should start giving you xp. Also, 1/8 CR creatures if that's what you are using still probably won't give you xp, so I'd probably add an if(iXP == 0) iXP = 3; at the end or something. I figure token xp is fine for any level and you can't expect to get a lot of xp off rats. Please tell me if this works for you because it did for me, if it does not I need to update this here again and make sure to test it in a seperate module from my standard done.


Posted by jGGG at 2004-02-14 04:10:00    
thanks for your work on this. i've just downloaded it and tried it out, and it doesn't seem to be firing. i have the newer version with the execute routine in the standard script, used a third level character with standard bioware encounters, set the xp slider to 0, and when i kill a creature i only get the single xp reward of 0. i didn't change any of the settings in the include file. also, does this system rely on using a database, as i am not, all of my pw info is being stored in the bic files. hoping this gets cleaned up as it's exactly what i've been looking for in an xp system. again, thank you for your work on this.

Posted by Xanas at 2004-02-14 00:32:00    Voted 10.00 on 02/28/04
Ok, it now should work, and it includes the creatures default ondeath this time and everything so all you should need to do is import it and be sure to select to override the scripts already in the module (i seperated what it actually does into a seperate script and used just an executescript line)

Posted by Xanas at 2004-02-14 00:29:00    Voted 10.00 on 02/28/04
Yeah, put the module xp slider to 0, dont worry about it though I have a new version going up right now to fix the curve xp issue. I hadn't checked for lower level characters and the new one will fix that.


Posted by Rives ( ..xxx.xxx ) at 2004-02-13 23:35:00    
I tried this, but it doesnt seem to work.. I assume I need to put the module exp slider to zero? No?

Posted by Rives ( ..xxx.xxx ) at 2004-02-13 23:35:00    
I tried this, but it doesnt seem to work.. I assume I need to put the module exp slider to zero? No?

Posted by Rives ( ..xxx.xxx ) at 2004-02-13 23:35:00    
I tried this, but it doesnt seem to work.. I assume I need to put the module exp slider to zero? No?

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