The KEMO Experience Award System is meant to be a replacement for the standard xp awards that you gain from killing creatures. The standard system, which is based on Hit Dice, is fairly inflexible, and may not reflect the kinds of rewards you want to give your players.
To implement, do the following:
1) Add this script to your module.
2) Go into Module Properties and set XP Scale to 0.
3) Open the nw_c2_default7 script. Add near the top (before the main function):
#include "kemo_xpsystem"
And add near the bottom (before the if GetSpawnInCondition line):
if (GetLastKiller() != OBJECT_SELF) KEMOGiveKillAward(oKiller,OBJECT_SELF);
5) Go into the kemo_xpsystem script and set the parameters you want.
6) Compile nw_c2_default7.
The main "switch" you can flip goes between using a standard base award (default is 100) and using the creature's level to determine the base award.
The CODE section contains the main commented portion of the script, for ease of reading. It explains how to set up the parameters to have the xp system do what you want.
update Aug 18 2009:
*fixed problem with thresholds when creature level < KEMO_LEVEL_TIER_DIVISOR
*fixed some glitches in the relative level calculation
update Oct 11 2009:
* uploaded as a file
* some new settings (see the readme section within the script)
* the current settings within the file match those used in the Haven PW, so you can see what a "live" implementation looks like
update Oct 20 2009 (version 1.3):
* level blocker now fully functional: if KEMO_LEVELUP_XPBLOCK is set to 1, PCs must level up when possible in order to continue getting xp. Previously this function did not work with polymorphed or wildshaped PCs.
update Feb 4 2010:
* fixed error in setup instructions above
Posted by Deleverator at 2011-01-02 22:56:11 Voted 10.00 on 01/02/11
i-use-it-and-love-it
Posted by Kanbyen at 2010-11-24 14:09:00 Voted 10.00 on 11/24/10
I'm using this, works great. I had some issues with the number of includes in my script, I switched the order around a few times and restarted the toolset and it fixed it.
Quick question: when I followed the directions to add this line ( if (GetLastKiller() != OBJECT_SELF) KEMOGiveKillAward(oKiller,oCreature); ) it returned with an error. I looked at it closer and oCreature was not defined, so I switched it to OBJECT_SELF. Will this have any ramifications for the script? (PS I edited nw_c2_default7 from the Storm of Zehir X2 version).
Posted by opiekun at 2009-10-18 11:37:56 Voted 9.00 on 10/18/09
Looks nice. If it was there the RP award (auto XP)system built in, should be really nice, coplitely finished thing for PW of any sort :)
Sinceraly!
Opiekun
Posted by KHart115 at 2009-09-25 23:04:04 Voted 10.00 on 09/25/09
I've tested this script extensively since its launch on the Haven persistent world.
Very ingenious, and very effective. 10 stars, and I would recommend it to anyone looking to add a heap of flexibility to their own modules experience system. _________________________ nwnhaven.com
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