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NWN SCRIPTS

- Jump to comments -
Title  Limit HP Reroll
Author  Va�i
Submitted / Updated  03-20-2004 / 11-22-2006
Category  Rulesets
Expansions  HOTU-1.61
Format  Module and Code
Type  Type - Classic PnP
Includes  None
Description
By cancelling the level-up process when the hitpoint roll is low, players can effectively achieve maximum HP for each leveling process � d8 hitdie becomes literally 8 hitpoints on each level. For some builders / game-masters, it may not be a desirable practice; this package allows them more control over this process. NoCon hakpak, developed by Heed, replaces the level-up panel model; the final results is that the Hitpoints gained is no longer visible to the player. This scripting package extends its functionality by allowing DM and builders to dynamically specify how many times players are allowed to reroll / relevel, if at all. It also make use of a function written by OldManWhistler in logging the level-up results to the server log. Included in the package: - a hakpak file (NoCon.hak) - an ERF (vaei_hprr.erf) - A PDF Read-me - A sample module for you to see it in action (Va�i � Limit HP Reroll).

Files

NameTypeSizeDownloads
Vai1079773566800Vai_Limit_Hitpoint_Reroll.zipVai1079773566800Vai_Limit_Hitpoint_Reroll.zip
Submitted: 03-20-2004 / Last Updated: 03-20-2004
zip398.04Kb785
--
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Comments (17):

Posted by ShaDoOoW at 2010-07-07 14:44:46    
obsolete, patch 1.69 maybe 68? added it into ini settings
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by Anonymous ( 70.244.xxx.xxx ) at 2006-07-13 15:26:17    
youll soon see all the most popular modules....have max hitpoints with leto...making this pointless since its not full proof, an logs are time-consuming. players shoule have fun, an that fun is giving them max hp, not taking it away. if it was classic pnp, then again, making it reduce Con be much realisitc for a start amongst other unsaid ideas.

Posted by DarkStorm_Inc at 2005-10-31 23:20:45    
I like to reroll if its below a certain point, but it doesnt have to be max. If this didn't require a hak it would be perfect!

And those who have a problem.. this isn't diablo, this is based off of PnP and the rules that follow it.
_________________________
I have read of a place where humans do battle in a ring of jello - Teal'C, SG-1

Posted by Goodkill at 2005-07-22 20:06:07    
Ah! An interesting idea. I always roll max hp on all of my characters. I'm sort of compulsive in this, though; I don't think I would be able to play on a server where this no-max-hp system was implemented. I could see the uses of this hak, though, especially where there are deific/semi-deific characters (by D&D rules, only these sorts of characters should have max hp). Much hate and much respect to the creator.

Posted by ffbj at 2005-07-17 08:24:33    
I really don't see why some people think this is not a problem. The way things are now the hp roll is pointless. There should be not hp roll at all, players can just get max hits anyway by cancelling out. If it's not a problem for you that all players have max hits, fine. But don't berate the person who went to the effort to try and do something about it.

Posted by IntrepidCW at 2004-09-28 05:37:00    
Only one thing to say:
Remember that hakpacks can be easily modified, so anyone can change the NoCon hakpaj and cheat... whitout any chance to know about the cheater. ;)

Posted by LadyVaei at 2004-03-26 00:42:00    
Yup, which is where the wired-in Logging function becomes handy ;)

(plus, most endearing folks won't trouble themselves, or lack the know-how, to unravel the package =) )

Vaéi.

Posted by Catastro at 2004-03-23 17:56:03    Voted 10.00 on 03/23/04

Posted by CID-78 ( ..xxx.xxx ) at 2004-03-23 13:11:00    
well the thing is that this is a client side hakpak that means you don't have the control of what is happening so players can just strip your file from his hakpak and continue on as useall. So this kind of coverup only work on a lazy player or players with very low computer skill.


Posted by Va�i ( ..xxx.xxx ) at 2004-03-22 12:22:00    
Hiyas, thanks for the comments. Please note that the credit should really go to Heed (see Readme in the package); I merely provided an interface and additional controls.


Elandys,
The player can infer the Hitpoints they've gained from the levelling process from their before-after hitpoints. I presume it's possible to lock the Cancel button (or explode it altogether) while retaining the HP display, but at the time it's more convenient to reuse an existing package ;) If Faerun-Nights is interested in it I can look into it for you folks.

Android79,
On paper I think it's possible to do, by a combination of a perm. effect on player-skin and persistency to store the level-up records - but it would be very messy. Nice job on *your* dye-kits BTW :)

Kyriani,
Then don't play GelatinousCube's module :P
You have the right to like a painting or not, just as the artist has the right to paint as they see fit. Don't go squish the paint-maker ;)

Cheers, Vaéi.

Posted by android79 at 2004-03-22 10:27:00    
The system I used when I was a PnP DM was this (I don't take credit for coming up with this, just read it somewhere):

Allow a player to reroll for HP as many times as he wants, but reduce the maximum HP gained by 1 for each extra roll. (Of course, the minimum amount of HP gained would be 1, regardless of how many rerolls are done.)

For example, Bob the Fighter rolls a 6 on his first try, and isn't happy with the result; he then rolls a 4, curses his luck, and decides to try once more. He then rolls a 10, but since he took 2 extra rolls, the amount of HP he gets for leveling up is only 8.

Would this be possible/feasible to implement with scripting? It's a nice middle-of-the-road concept that might please both the max-HP crowd and the roll-once crowd.

Posted by android79 at 2004-03-22 10:26:00    
The system I used when I was a PnP DM was this (I don't take credit for coming up with this, just read it somewhere):

Allow a player to reroll for HP as many times as he wants, but reduce the maximum HP gained by 1 for each extra roll.

For example, Bob the Fighter rolls a 6 on his first try, and isn't happy with the result; he then rolls a 4, curses his luck, and decides to try once more. He then rolls a 10, but since he took 2 extra rolls, the amount of HP he gets for leveling up is only 8.

Would this be possible/feasible to implement with scripting? It's a nice middle-of-the-road concept that might please both the max-HP crowd and the roll-once crowd.

Posted by elandys at 2004-03-22 08:42:00    
Actually, I personally would prefer that the player see his hitpoints, and decide whether to reroll if too low, knowing that the next roll may be even lower than the current one.

Nice work, Vaei!

Posted by mbaucco at 2004-03-22 08:26:00    
This looks great! I am looking forward to trying it out. :)

Posted by Rayneun ( ..xxx.xxx ) at 2004-03-22 07:33:00    
Funny, I believe as a modifiable game, people have just as much right to use whatever code, hak, or style of play they wish. Don't think you own the way the game is played, everyone likes different styles, as seen by Action servers, Roleplay servers, etc. I find this no different from HCR. Is it something I'd use in my campaign using NWN? Probably not, even thought this IS how PnP is played...but it still is a great script, worthy of servers and folks who find it interesting. You don't like it? Don't use it, I'd like to see you do something better...

Posted by Smitty at 2004-03-22 02:29:00    
Nice job Aria. :P

Posted by Gelatinous Cube91788 ( ..xxx.xxx ) at 2004-03-22 01:02:00    
I love it! Thanks! Nothing is more unbalancing to a module than people running around with max Hps.

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