Author Topic: Godsdamned LevelUpHenchman Function!!!!!!!!!!  (Read 371 times)

Legacy_Roddish

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Godsdamned LevelUpHenchman Function!!!!!!!!!!
« on: August 05, 2011, 09:15:41 am »


               Hello NWN addicts. I have a quick query,

I've been toying around with henchmen in my modules, and I've been having serious monitor-punching moments as a result. I've made a function that supposedly levels up a henchman randomly by random class. unfortunately, it would appear that the LevelUpHenchman() function can't handle a multiclassed hench, it works fine if my hench has only one class, but does naff-all otherwise.

Is this a unique thang? or is there an approved solution?


oh, and i'm running v1.69 both expansions and CEP 2.3

thanks in advance



oh, and FAO any mods: can you delete the version of this post i put in "NWN1 - Modules" please. i had a brainfart '<img'>
 
               
               

               
            

Legacy_Roddish

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Godsdamned LevelUpHenchman Function!!!!!!!!!!
« Reply #1 on: August 05, 2011, 03:17:14 pm »


               Sorted now, kinda.

Thanks muchly to the lexicon and the wiki over here. Turns out it was the way I made the hench in the toolset. The only way i could see to do it as to create the hench as a single class, adding the new class via LevelUpHenchman() in the hench's spawn script.

Bazinga.
               
               

               
            

Legacy_Shadooow

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Godsdamned LevelUpHenchman Function!!!!!!!!!!
« Reply #2 on: August 07, 2011, 11:39:00 pm »


               Its possible to do but you must workaround it opposite way. Instead of level up, you need to de-level the henchman. Or you make a templates for each levels. So when the henchman should level up, you replace him with max lvl variant and then delevel him to needed lvl. This way the henchman is fully controlled by you so it can have only three different classes but even this is possible to workaround. You could create X variant with different second and then third class and at the level where its decided about that class you would replaced current henchman for random/player choosen second/third class one and delevel again, then set this class as variable.

Thats however isnt much possible for third class as the number of possible combinations is too high.
               
               

               
            

Legacy_Roddish

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Godsdamned LevelUpHenchman Function!!!!!!!!!!
« Reply #3 on: August 18, 2011, 11:31:06 am »


               thanks man, that seems like an interesting idea, although the whole point of the routine was to allow a touch of chaos to the levelup, so that however many times you play the module, the henchman levels differently every time.

like snowflakes of war.


but seriously, i was hoping for a simpler solution than either yours or mine, but then i dint get into programming because i like an easy life now, did I..........