Author Topic: ILR Workaround?  (Read 375 times)

Legacy_BelowTheBelt

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ILR Workaround?
« on: April 21, 2011, 04:03:00 am »


               I'm looking for a way to implement a workaround for item level requirements for monsters and for my skin-based subrace engine in my mod.  I like to have them for PCs to equip weapons and such, but ILR gets in the way when I want to equip special items on some creatures or apply subrace skins that have special properties.

Anyone had any luck doing this?

I use NWNx functions plugin and there's a function "SetItemValue" that should be able to set an item's value and I'm thinking that setting subrace skins to say 10gp should enable PCs to equip them regardless of their properties.

Will this work or does anyone have any other ideas?

Thanks! 
               
               

               
            

Legacy_Shadooow

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ILR Workaround?
« Reply #1 on: April 21, 2011, 04:22:29 am »


               Im not really sure if I follow you but my community patch brough few features related to ILR:

- new invisible item property that allows builder to raise/lower cost thus ILR.
- lvl 41+ issue fixed, pc character at lvl 40 can use any item
- skin has no cost/ILR
               
               

               
            

Legacy_The Amethyst Dragon

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ILR Workaround?
« Reply #2 on: April 21, 2011, 04:58:59 am »


               I shut the BioWare ILR option off, then in my PW I manually add a variable to items I want to limit.  I rewrote the generic onEquip script to check for this and compare it to the PC's level.  It's not checked for NPCs, and PC skins don't carry the variable.

Not sure about your server, but Aenea is a servervault PW, so items from outside the module don't exist (which helps with balance and means I don't have to worry about anything that might be on an incoming PC...even skin items are removed and replaced with each login).  If your module is local vault (to make it easier for players to customize their characters and gear), there is much more to worry about in that respect.
               
               

               
            

Legacy_BelowTheBelt

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ILR Workaround?
« Reply #3 on: April 21, 2011, 06:38:20 am »


               Thanks guys,  I appreciate the response

Shadooow - I'll have to check that out.
Amethyst - so you have to manually add a variable to each item?  Have you thought of a way to add the variable dynamically at item creation?

One clarifying question - PC skins are or are not affected by ILR?

Arenthyor is a server vault, so I understand the balance issue pretty well enough and do my own OnEnter item strip/check on entering PCs.
               
               

               
            

Legacy__Guile

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ILR Workaround?
« Reply #4 on: April 21, 2011, 07:43:19 am »


               The best way to handle IRL Restrictions is to turn it off, and in your Module script for the OnEquipItem event run a check on the item value vs the Level of the Character, this way you can completely control items...

Furthermore, if you are just looking to control a particular set of items, like Epic or Legendary for expample, just give them the tagname of (epic) or (legendary) and write a tagbased script which handles the OnEquip event, so the item is check to ensure that the player is of the proper level, otherwise they are forced to unequip it & a message tells them why they can't use it...

But that's my 2 cents anyway...
               
               

               


                     Modifié par _Guile, 21 avril 2011 - 06:44 .
                     
                  


            

Legacy_Shadooow

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ILR Workaround?
« Reply #5 on: April 21, 2011, 01:04:22 pm »


               

BelowTheBelt wrote...

One clarifying question - PC skins are or are not affected by ILR?

Yes though there is no difference between skin for NPC and PC except that NPC can equip item no matter what ILR level is there. PC can't.
               
               

               
            

Legacy_Eagles Talon

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ILR Workaround?
« Reply #6 on: April 21, 2011, 02:21:19 pm »


               I'm a little surprised by the question.  I'm probably not the best to answer this, and this really isn't an answer - yet.  We have ILR turned on, but I've never had any issues with NPC's or Creatures having items with much higher ILR's than their CR.  Now this is in toolset mode as I create the creature, not in game trying to assign an item to an NPC or creature.  Not sure which you meant.  I'll look into what we have running, but again I'm not the best at figuring stuff like this out. '<img'>
               
               

               
            

Legacy_Shadooow

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ILR Workaround?
« Reply #7 on: April 21, 2011, 02:25:59 pm »


               

Eagles Talon wrote...

I'm a little surprised by the question.  I'm probably not the best to answer this, and this really isn't an answer - yet.  We have ILR turned on, but I've never had any issues with NPC's or Creatures having items with much higher ILR's than their CR.  Now this is in toolset mode as I create the creature, not in game trying to assign an item to an NPC or creature.  Not sure which you meant.  I'll look into what we have running, but again I'm not the best at figuring stuff like this out. '<img'>

Yes NPCs dot have this issue except that if they equip a non-creature item it will affect their CR so if you give boss a greataxe of uberness youll end up with CR around 999 and there is a limit of CR decrease which can be a issue so you would not be able to get CR to value you need like 50.

But PC can't equip a creature skin with ILR of 20 if he is lower level.

However community patch (CP) solves all of this.

Custom ILRs (CILR) are pain. The best way to work with ILR is to adjust cost either via the CP's new item cost parametr property or via baseitems.2da/itempropdef.2da/iprp_*.2da modification. CILR is just easiest option.
               
               

               


                     Modifié par ShaDoOoW, 21 avril 2011 - 01:28 .
                     
                  


            

Legacy_TSMDude

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ILR Workaround?
« Reply #8 on: April 21, 2011, 03:03:14 pm »


               There is a Shayan ILR you should check out as I think it addressed the skin issue sinc eit was built for subraces....
               
               

               
            

Legacy_Eagles Talon

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ILR Workaround?
« Reply #9 on: April 21, 2011, 03:33:18 pm »


               That might explain it, I believe we are using Shayan Subrace System.
               
               

               
            

Legacy__Guile

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ILR Workaround?
« Reply #10 on: April 21, 2011, 03:58:33 pm »


               Again if you turn off IRL, use a script to check item value vs players level it would be better, as far as the skin, all you have to do for the PC Skin / Hide is check the base type, if it's a Skin / Hide, then don't do anything, or do something else instead of running the value check vs level.
               
               

               
            

Legacy_The Amethyst Dragon

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ILR Workaround?
« Reply #11 on: April 22, 2011, 12:19:02 am »


               

BelowTheBelt wrote...

Amethyst - so you have to manually add a variable to each item?  Have you thought of a way to add the variable dynamically at item creation?

If I'm going to restrict an item to a certain level or above, I simply set that level as an integer on that item when I create it in the toolset (either in the item palette or in off-palette storage).  I don't have a system in place for checking every single item based on value, since it's something I'd rather control on a case by case basis.

For many of the items available in my world, I don't use the default NWN items, because my world is not based in the Forgotten Realms and I've been working to remove in-game references to obviously FR-specific places/people/etc.  Any items that I've recreated (to change the description or properties) that I might want to restrict...well, I had them open in the toolset already so it only took a couple extra seconds to set the variable.

Since the level restriction doesn't automatically pop up in the item description (like it does with BioWare's ILR turned on), I make sure to include it at the end of such an item's description.  Throughout my PW, I use square brackets to denote OOC game information I've added, such as level or patron deity restrictions (which can't be bypassed by Use Magic Device), so it looks like this:

Example: a Belt of Ogre Strength (+6 Str)
[Level: 10+ ]

Also, PCs in my PW are able to upgrade quite a few items in-game, so it'd be a hassle to have a useful item suddenly be blocked from being used just because a player went through the effort to get the upgrade done. '<img'>