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NWN2 SCRIPTS

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Name  Preview Pre-Alpha Secondary Skill System
Author  Depth of Night
Submitted / Updated  02-19-2009 / 02-21-2009
Category  Rulesets
Forum Thread  Link
Type  Type - Skill Checks
Format  Module Only
Patch  1.21
NWN2Game  NWN2:SoZ
Description
Hey, I started this skill system - it is up to its 3rd revision, and is loosely based around the skill system from eve online - I'm looking for people who are interested in taking a look, you'll need NWNx4.
It's still far from finished at its current state, the actuall skill editing GUI page is nearly 100% unfunctional (save for the close button), but the categories section is semi-useable.

If at all possible - I'd like to hear some suggestions for which ways to go with this system, I'm hoping to have it fully integrated to CNR as an example of use, but it could be applied to anything even custom magic and combat rules.

The basic idea of the skill system for people who are not familiar with eve online goes along this idea...

(please excuse copy and paste from my forum page)

# A base amount of experience will be tweakable with a variable in an include file, allowing for direct manipulation of the amount needed to advance, the default value will be 100.
# Every skill will have a rank, the amount of experience needed to advance will further be multiplied by this value, hence a rank 6 skill will require 600 experience with the default values (6x100).
# Another tweakable variable will determine how exponentially the skill will increase, the default value is 4, and if it take 600 experience to get to lvl 1, it will take 2400 to get to lvl 2, a total of 3000 points from lvl 0 to lvl 2. To get to lvl 5 (lvl 5 being the last tier of the skill) of a rank 6 skill will require 600 + 2400 + 9600 + 38400 +153600 = 204600 experience.
# Each skill may require up to 3 other skills before it can be trained, so that, for example, Advanced Copper Mining, might require lvl 2 in Copper Mining, and lvl 5 in Mining before the player can train it to lvl 0.
# Skills are catagorized, such as Advanced Copper Mining, Copper Mining, and Mining would all be under the Mining category.
# Skills require initial training to get to lvl 0, so that the player must pay to learn a new skill, prices are variable, even though a base price is stored with the skill, this may fluctuate in game, new skills will be awarded through the use of a special command found in an include script.
# It will also be possible to award/revoke experience in similar fashion, as well as levels.

Anyhow - I'll be keeping a close eye on this while I work on it - I hope to be making regular updates every two or three days.

(PS: I am using a cave prefab I got from the vault as the staging ground, you will find an additional obelisk inside the cave, to activate the mod, just click the obelisk, provided you started the mod with NWNx4, and are logged in as a DM, all should be good)

CHANGE LOG:
V0.01.01 - Added Optional Password for Admin Security.

CURRENT ACTIVITY:
While fixing up the categories and skill edit pages, I'm moving this mod to directly interface with databases rather than just use standard nwnx4 scripted tables.

DISCLAIMER: I take no responsibility what you do to your DB with this - please don't use it on the same install of NWNx4 that you have your PW on.

Files

NameTypeSizeDownloads
SecondarySkillsSystem.7zSecondarySkillsSystem.7z
Submitted: 02-19-2009 / Last Updated: 02-21-2009
7z146.45Kb63
V0.01.01 Secondary Skill System(Still Pre-Alpha Preview Only).
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SCREENS

The obelisk of skill initialization


The Database setup tool, possibly the most functional part so far, Password protect is currently not enabled.


An early screenshot of the skills editor, note the big empty place in the lower-left is going to house the skill dependency information.





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Comments (3):

Posted by Coolty3000 at 2009-06-07 13:06:49    
Looks pretty interesting. Hope to try it out soon.

Posted by Depth of Night at 2009-02-24 00:12:57    
In an effort to get an actual working version of this mod out soon, I am intending on dropping the Admin GUIs, and including them in a separate mod, please note this should not impact to much on functionality, the admin section, on which the bulk of my time has been spent, is really just a finishing touch.

Posted by Depth of Night at 2009-02-22 01:08:13    
Just a quick word-up on whats been going-down, I've been talking with a lot of people on IRC, I am now restarting this project for the 5th time to properly implement some ideas which surfaced in the chat. My apologies for the delays, will be going pretty solidly on this over the next few to get it prepared for a Beta version.

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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