Author Topic: My Last Project(s)  (Read 733 times)

Legacy__Guile

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« on: September 17, 2011, 04:30:49 pm »


               Basically I want to make two NWNX system..

First, a No Conversation God Level System..

Where, when the PC has sufficient XP, when they rest they will be awarded a level beyond level 40, automatically.

Levels 41-50 are Legendary Levels
Levels 51-60 are Paragon Levels
Level 61-70 are Demi-God Levels
Levels 71-80 are Diety Levels
Levels 81-90 are  Lesser God Levels
Levels 91-100 are Greater God Levels

Naturally this would expand the PC's levels far and above normal levels.

It would not be hard to make a system like this, but I wanted to know if the community would be interested in this?

Essentially the PC would get (Paragon/Lesser God / Greater God) attached to their name once they reached the required XP for those levels.

Might even endow Paragons & Gods with some special powers, of course all Gods would naturally become immortal (They cannot die forever, they just come back to life after X Seconds)

Naturally there would be settings which would control the advancement of all Gained Attiributes / Abilities / Feats etc..
(Meaning you can control how fast or how many they get of ____ & when or what level)

-----------------------

Also, one other system I'd like to knock out quickly is a NWNX Server Subrace System, which would work in game without requiring the PC to log out..  Where the PC could choose a Subrace (one time) from a conversation.  The entire subrace system would work from a single conversation and would only require 1 extra script (OnClientEnter) to actually perform the subrace changes when the PC enters the module each time, possibly.  (Though this may not be necessary, will need to test it)

I could probably get both of these systems knocked out this week or at the latest 2 weeks from now, if anyone is interested, please discuss below, thanks...
               
               

               


                     Modifié par _Guile, 22 septembre 2011 - 08:17 .
                     
                  


            

Legacy_Xovian

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« Reply #1 on: September 18, 2011, 03:08:06 am »


               The first would expand the game further, and given how you tend to script, it would likely be addable to any module with simple code includes, or the like. I'm sure a simplistic system such as that many people would use, even more so for the non-rp servers.

The latter, doesn't interest me much necessarily, but I'm sure there are a  good number of people still playing nwn who would be.
               
               

               
            

Legacy_omen_shepperd

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« Reply #2 on: September 18, 2011, 03:50:53 am »


               I have a great deal of interest in the no conversation legendary and god level system.
               
               

               
            

Legacy_Xardex

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« Reply #3 on: September 18, 2011, 07:45:21 pm »


               No comment on wether this is a wanted system, but legendary levels are generally (in nwn community) considered to be levels 41-60, aren't they? Cosmetics, but hey...

Also (more comsetics..) might want to use more D&Dish names for the levels beyond that, like demigod and deity, though deity might be a tad overkill.
               
               

               


                     Modifié par Xardex, 18 septembre 2011 - 06:45 .
                     
                  


            

Legacy__Guile

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« Reply #4 on: September 18, 2011, 07:50:07 pm »


               well it may be tough to decide on the names...

1-20 = Normal Levels
21-40 = Epic Levels
41-60 = Legendary levels

however we could change this to whatever
41-50 = Legendary
51-60 = Paragon
61-70 = Demi-God
71-80 = Diety

I'm willing to use whatever the community can decide/agree on, truly..
               
               

               


                     Modifié par _Guile, 18 septembre 2011 - 06:50 .
                     
                  


            

Legacy_Xovian

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« Reply #5 on: September 18, 2011, 08:24:02 pm »


               Just curious Guile, is there a reason you picked level 80?
Personally I'd be happy with a level 60, but thats only because the game as is can see up to level 60 with NPC's. I'm guessing you'd be altering this code in its entirety. Perhaps make it something customizable? At any rate, as long as the options can be adjusted by other scripters/builders, the names of said system should be whatever you choose.

Just a few more thoughts on the subject.
               
               

               
            

Legacy__Guile

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« Reply #6 on: September 18, 2011, 10:16:59 pm »


               

Xovian wrote...

Just curious Guile, is there a reason you picked level 80?
Personally I'd be happy with a level 60, but thats only because the game as is can see up to level 60 with NPC's. I'm guessing you'd be altering this code in its entirety. Perhaps make it something customizable? At any rate, as long as the options can be adjusted by other scripters/builders, the names of said system should be whatever you choose.

Just a few more thoughts on the subject.


I would include a GetLevelByXP(object oTarget);  Custom Function that would return the PC's Level based upon their XP rather than their Hit Dice.  This way xp would be rewarded based upon the CR of the Monster vs the PC's Level based upon their XP.

Technically when it comes to Challenge Rating, a monster can be much higher than level 60, for the sake of calculating XP this is a good thing.  As everyone can agree, though a creature may only be level 60, it's quite possible they could have extremely powerful abilities, items, and or powers that made them extremely hard to beat (Like On-Hit Slay etc), things which would naturally raise their CR.  For instance, if a goblin shaman, a mere level 3, was given the ability to use Harm 5 times a day, at level 15, that Goblin Shaman would be a heck of a lot higher than CR 3, obviously.

In truth, no reason, we could stick with level 60, truly, or we could take it to level 100 or higher.  In Advanced D&D level 100 is possible, but those are the advanced rules, as not every builder will know how to challenge a level 100 character, so maybe for the point of making things realistic we can stick with level 60, but we already have this system in place & it would be a rather mute point just to clone High Ground's Legendary Level System, see my point?

We need brainstorming if this system is ever going to be made, ideas, input.  I personally would like to make this a level 100 System, where one can achieve Greater God Status, naturally you are going to have to build some pretty insane monsters in order to challenge a god, but trust me when I say this, I know multiple builders who can do it, truly.  The only trick is getting their AB high enough to hit say AC 110, Obviously the monster will need 100 STR to ensure they put enough damage on the God to make them say "Ow, that hurt!"  There are a couple of tricks one can use to beef a monster, like give them a claw & a weapon, which in turn stacks their AB higher.

All of this may be a bit extreme for some, obviously it's not for RP servers, where it may take someone quite a few months to achieve level 10.
               
               

               


                     Modifié par _Guile, 18 septembre 2011 - 09:46 .
                     
                  


            

Legacy_Xovian

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« Reply #7 on: September 19, 2011, 03:23:48 am »


               I'm well aware of CR rating and how it changes things, was simply curious as to why you picked that number. No more no less, really.

We need brainstorming if this system is ever going to be made, ideas, input.  I personally would like to make this a level 100 System, where one can achieve Greater God Status, naturally you are going to have to build some pretty insane monsters in order to challenge a god, but trust me when I say this, I know multiple builders who can do it, truly.  The only trick is getting their AB high enough to hit say AC 110, Obviously the monster will need 100 STR to ensure they put enough damage on the God to make them say "Ow, that hurt!"  There are a couple of tricks one can use to beef a monster, like give them a claw & a weapon, which in turn stacks their AB higher.

Just going with the second sentence, then I say go with a level 100 system, its desired by you, and it more then does the job for what other builders would desire.

As to how to achieve difficulties with NPC's, my starter module does it quite well  (have some for the henchman as well). Simple scaling scripts for both monsters and the items they can wear does wonders. Often times this does more then simply raising stats but also gives immunities and the like as well, though the latter isn't always desirable.
               
               

               
            

Legacy_omen_shepperd

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« Reply #8 on: September 19, 2011, 10:54:40 pm »


               Honestly, I would be looking for the levels to go as high as you would be willing to make them. I have read about one server that has levels at around 300-400. While I do not need numbers that high I would like to be able to advance characters above 80.level 100 would be good for me.
As far as the names for levels go, I could adjust anything I needed to around whatever you decide to call them.
I would be willing to help in any way I can. Just let me know how I can help.
               
               

               
            

Legacy__Guile

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« Reply #9 on: September 20, 2011, 01:07:06 am »


               

omen_shepperd wrote...

Honestly, I would be looking for the levels to go as high as you would be willing to make them. I have read about one server that has levels at around 300-400. While I do not need numbers that high I would like to be able to advance characters above 80.level 100 would be good for me.
As far as the names for levels go, I could adjust anything I needed to around whatever you decide to call them.
I would be willing to help in any way I can. Just let me know how I can help.


OK Mate, you got it, I'll spit this out ASAP...
               
               

               
            

Legacy__Guile

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« Reply #10 on: September 20, 2011, 05:55:02 am »


               OK This is the final version of the Configuration Include Script which will control the system.
I wish I would have had more feedback on this as I could have probably added some stuff.
Anyway, I'm sure you guys will like this system, it's freaking nice, believe me.. '<img'>


// ***** FINAL VERSION *******

//gen_gl_config    (This is the God Level System Configuration Include Script)
///////////////////////////////////////////////////////////////////////////////
//Created by: Genisys / Guile
//Created on: 9/19/11
///////////////////////////////////////////////////////////////////////////////
/*
   Below you will find all of the settings to control the God Level System

   MAKE SURE That you build your module (Scripts Only) when finished
   editing this script, as the changes applied may NOT be saved if
   you do not build your module!

   ** PLEASE READ THOROUGHLY! **
*/
///////////////////////////////////////////////////////////////////////////////

// **Settings**

//There are generally 2 settings but the level settings control
//the maximum bonuses possible! Level Divided by 60 = Max...

// Set this to the maximum level obtainable in YOUR God Level System
// You can use 60-100, the system was not designed for lower than Level 60.
const int GL_MAX_LVL = 100; //Default = 100 (100 is the abo****e max level!)

//Set this to how much of a bonus you want to give ALL Abilities
//Meaning if you set this to 1 the PC will gain + 1 To All Abilities
//The Maximum Bonus possible by this system is 88 for ANY Ability Score!
const int GL_ABILITY_BONUS = 1; //Default = 1; (+1 To All Ability Scores)

//Set this to how many levels the PC must gain (above level 40) in order to
//obtains the Ability Score Bonus (ASB) / GL_ABILITY_BONUS, set above ^
const int GL_ASB_LEVEL = 2; //Default = 2; (ASB every 2 levels above 40)

//Set this to how many Ranks to All Skills you want to give the PC.
//Not ALL Skills are used, and some skills are definitely class dependent!
const int GL_SKILL_RANK_BONUS = 1; //Default = 1; (+1 Rank to all Skills)

//Set this to how many levels the PC must gain in order to get the
//Skill Rank Bonus (SRB) to all skills / X Levels beyond level 40...
//(e.g. if set to 4, they get the SRB to all skills at lvl 44/48/52/etc)
//Set this to 61 To Disable Giving Skill Ranks... (Use 2 - 20 Only!)
const int GL_SRB_LEVEL = 3; //Default = 3 (+X to all Skills Every 3 Levels)

//To prevent PC's from becoming TOO uber let's setup a cap on Skill Ranks
//Set this to the Maximum Skill Rank Obtainable by THIS System..
const int GL_MAX_RANKS = 70; //Deaful = 70 (Absolute Max Ranks for any Skill)

//Of course Tumble is an insanely powerful Skills (as it adds AC)
//Therefore it will have it's OWN Maximum Rank, to prevent PC's from getting
//too much AC...
const int GL_MAX_TUMBLE_RANKS = 70; //Deafult = 70 (+27 Ranks / + 7 AC Max)

//Set this to the maximum number of feats a PC will be allowed period
// NOTE: The Maximum this system can give a PC is 30 Feats (& No More!)
const int GL_MAX_FEATS = 30; //Default = 30 (Max Possible)

//Set this to what level the PC must have above level 40 to gain a feat
// You may use 2/3/4/5/6/10/12 ONLY (If set to anything else the Feats are Turned off!)
const int GL_FEAT_LEVEL = 2; //Default = 2 (+1 Feat every 2 levels above 40)

//Set this to the Bonus to given to ALL Saves
//WARNING: The PC Obtains Higher Saves from Ability Score Bonuses Given as well!
const int GL_SAVE_BONUS = 1; // + 1 To All Base Saving Throws

// Set this to the # of Levels (above 40) the PC needs to gain a + 1 Bonus
// to all Saving Throws (permanently)
// NOTE: The maximum Save Bonuses Give is +12 (use 5 - 60 or 61 to Disable!)
const int GL_STB_LEVEL = 5; // (+1 Saves Every 5 Levels above Level 40)

//Set this to the MAXIMUM BASE Saving Throw Obtainable by any means!
//e.g. if set to 70, this system will not allow saves beyond 70! (by ANY Means)
//This was added to prevent a character from becoming truly UBER!
const int GL_MAX_SAVE = 70; //Default = 70; (Max BASE Saving Throws)

//NOTE: Max Hit Points were taken out of the system due to issues.

///////////////////////////////////////////////////////////////////////////////

// At Every X levels The Player can gain a Permanent Special Powers or Immunities
// These Special Powers are selected based upon the level they are obtaining
// The Maximum Special Powers given is 15 (1 every 5 levels by default)
// Though there are many different types of special powers you can give the PC!

// Set this to how many levels the PC Must obtain to get a special power.
const int SPEC_POWER_LVL = 4; //Default = 4 (1 Special Power Every 4 Levels)

//----------------------------------------------------------------------------
/*

 Set the variables below to the Acceptable constants listed below, which are
 to be given at the SPEC_POWER_LVL  (**WARNING DO NOT GIVE ANYTHING TWICE!)
 (e.g. if SPEC_POWER_LVL = 5, SPEC_POWER_1 is obtained at level 45)

 NOTE: Here is a list of ALL of the Acceptable Effects you can give the PC
 DO NOT DELTE THIS SO YOU CAN REFERENCE IT LATER!

 EFFECT_TYPE_CONCEALMENT
 EFFECT_TYPE_DAMAGE_RESISTANCE
 EFFECT_TYPE_DAMAGE_IMMUNITY_INCREASE
 EFFECT_TYPE_DAMAGE_REDUCTION (+20 / ???)
 EFFECT_TYPE_MOVEMENT_SPEED_INCREASE (+40 % To all NON-Monk Characters!)
 EFFECT_TYPE_REGENERATE
 EFFECT_TYPE_TRUESEEING (Permanent)
 EFFECT_TYPE_ATTACK_INCREASE (+1 Extra Attack / round)
 EFFECT_TYPE_SPELL_RESISTANCE_INCREASE  (Set the SR to give the PC Below)

 (This gives the PC Immortality / The Player is Auto Ressurected after X Seconds)
 EFFECT_TYPE_RESURRECTION

 (Acceptable Immunities)
 IMMUNITY_TYPE_BLINDNESS (Literally)
 IMMUNITY_TYPE_CRITICAL_HIT (Literally)
 IMMUNITY_TYPE_DEAFNESS (Literally)
 IMMUNITY_TYPE_DEATH (Death Magic)
 IMMUNITY_TYPE_DISEASE (Disease & Poison)
 IMMUNITY_TYPE_KNOCKDOWN (Literally)
 IMMUNITY_TYPE_MIND_SPELLS (Including Fear / Paralysis / Dominate / Stun/ etc)
 IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE (Freedom of Movement)
 IMMUNITY_TYPE_NEGATIVE_LEVEL (Level / Ability & Skill Decrease Immunity)
 IMMUNITY_TYPE_SPELL_RESISTANCE_DECREASE (Literally)

 // ** SPECIAL **    (NO SPECIAL POWER IS GIVEN)
 EFFECT_TYPE_INVALIDEFFECT
------------------------------------------------------------------------------*/

//All special powers are NOT Dispellable / Regained Every Time the PC Rest
//or respawns (in case they die & are NOT Immortal) & Every time they log in!

const int SPEC_POWER_1 = EFFECT_TYPE_CONCEALMENT;
const int SPEC_POWER_2 = EFFECT_TYPE_DAMAGE_REDUCTION;
const int SPEC_POWER_3 = EFFECT_TYPE_REGENERATE;
const int SPEC_POWER_4 = EFFECT_TYPE_TRUESEEING;
const int SPEC_POWER_5 = IMMUNITY_TYPE_KNOCKDOWN;
const int SPEC_POWER_6 = IMMUNITY_TYPE_DISEASE;  //(Including Poison)
const int SPEC_POWER_7 = EFFECT_TYPE_MOVEMENT_SPEED_INCREASE; //IF NOT A MONK!
const int SPEC_POWER_8 = IMMUNITY_TYPE_SPELL_RESISTANCE_DECREASE;
const int SPEC_POWER_9 = IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE; //Freedom
const int SPEC_POWER_10 = IMMUNITY_TYPE_NEGATIVE_LEVEL; //(Lvl/Ability/Skill Drain)
const int SPEC_POWER_11 = EFFECT_TYPE_RESURRECTION;   // Immortal
const int SPEC_POWER_12 = EFFECT_TYPE_SPELL_RESISTANCE_INCREASE;
const int SPEC_POWER_13 = EFFECT_TYPE_ATTACK_INCREASE;
const int SPEC_POWER_14 = EFFECT_TYPE_DAMAGE_IMMUNITY_INCREASE;
const int SPEC_POWER_15 = IMMUNITY_TYPE_CRITICAL_HIT;

// In case the PC is a Monk, and the Movement Speed Increase is NOT given
// Set this to the substitute Special Power to be given..
// This must be a power NOT Given normally in the SPEC_POWER_X List!
// By default the Monk gets nothing! (Monks are pretty uber!)
const int SPEC_POWER_ALTERNATIVE = EFFECT_TYPE_INVALIDEFFECT;

//Set this to how many Seconds the Immortal PC Must wait to be ressurected
const float IMMORTAL_REZ_WAIT = 60.0; //Default = 60.0; (60 Seconds)

// These Settings will controls the power of the Special Powers

const int GL_CONCEAL_AMNT = 60; // 60% Concealment
const int GL_DMG_RED_AMNT = 20; // 20 Soak (this is for soak only!)
const int GL_DMG_IMM_AMNT = 10; // 10 % Dmg Immuinity (To ALL Damage Types!)
const int GL_MV_SPEED_INC = 40; // + 40 % Movement Speed Increase **USE 0 - 99 ONLY**
const int GL_REGEN_AMNT = 30; //30 Hp / Round
const int GL_SR_AMNT = 52; //Spell Resistance To Give the PC

// 30 Resistance (Elemental & Physical Only!)
const int GL_DMG_RES_AMNT = 30; //Use 5/10/15/20/25/30/35/40/45/50 ONLY!!!




// ***** FINAL VERSION *******  ':wizard:'
               
               

               


                     Modifié par _Guile, 23 septembre 2011 - 10:38 .
                     
                  


            

Legacy__Guile

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« Reply #11 on: September 20, 2011, 12:54:57 pm »


               I'm about 50-60% done with this system, I've got all but 3 scripts done...

The Actual part where the abilities / powers / skills / feats are applied...

Therefore, time is running out to get your suggestions in, so if you got them PIPE UP NOW!

I should be done with this system tonight or tomorrow, I'm going to bed, I'm BEAT!
               
               

               


                     Modifié par _Guile, 20 septembre 2011 - 11:55 .
                     
                  


            

Legacy_omen_shepperd

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« Reply #12 on: September 21, 2011, 10:01:03 pm »


               Looks good. I may need to tweak a couple of things as my PW wont have any form of immune to critical unless they take a class or race that offer's it. Other than that looks great. I cant wait for the end result.
               
               

               
            

Legacy__Guile

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« Reply #13 on: September 22, 2011, 02:21:10 am »


               

omen_shepperd wrote...

Looks good. I may need to tweak a couple of things as my PW wont have any form of immune to critical unless they take a class or race that offer's it. Other than that looks great. I cant wait for the end result.


I'm almost done with this, going to begin testing tonight!

The include (gen_gl_config) will allow you to change what "special powers" the levels get, and even how many they get, so this system is 100% controllable by you in almost every respect other than Feats, sorry but making feats customizable would require way too much work, so I decided to leave that part locked.

I think in respect to a god system, you may want to reconsider that, as a level 100 should deserve something powerful like Immunity to Crits, because honestly, I don't think you could probably score a crit on any real god, mind you, just saying...   '<img'>

(Side note: A God is pretty much considered a race "outsider" etc, for the record)
               
               

               


                     Modifié par _Guile, 22 septembre 2011 - 01:37 .
                     
                  


            

Legacy_omen_shepperd

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« Reply #14 on: September 22, 2011, 03:55:24 am »


               

_Guile wrote...

omen_shepperd wrote...

Looks good. I may need to tweak a couple of things as my PW wont have any form of immune to critical unless they take a class or race that offer's it. Other than that looks great. I cant wait for the end result.


I'm almost done with this, going to begin testing tonight!

The include (gen_gl_config) will allow you to change what "special powers" the levels get, and even how many they get, so this system is 100% controllable by you in almost every respect other than Feats, sorry but making feats customizable would require way too much work, so I decided to leave that part locked.

I think in respect to a god system, you may want to reconsider that, as a level 100 should deserve something powerful like Immunity to Crits, because honestly, I don't think you could probably score a crit on any real god, mind you, just saying...   '<img'>

(Side note: A God is pretty much considered a race "outsider" etc, for the record)


 

I did do some thinking and well I will allow immune to crit
to those that attain godlike status using your system. I can agree that compared
to mortals gods probably would not be affected my much of anything a mortal
could do to them so yea I can work with that.

'<img'>

In addition, I can completely understand why you left feats
out. I am using the PRC and I could not even begin to imagine the headache that
could cause with the number of feats in it lol.


'<img'>

I did have one question, Does the system actualy change the player into a outsider as far as race is concerned, or is it that they are just considered outsiders ?
               
               

               


                     Modifié par omen_shepperd, 22 septembre 2011 - 03:09 .