XP would be awarded in the OnUnlock / OnDisarm (for traps) Event for doors/chest/etc..
In conversation you would just do a skillcheck as a starting conditional script, if they pass, they would recieve the XP you desired to give for said skill check..
Example Conversation
[Use Skill] PC States they will attempt a skill
[]
[] This line shows if they succeed (starting conditional script required, note you reward XP from this script!)
[] This line shows if they failed (no reward, no scripts required)
Here is a basic Starting Conditional Skill Check (DC 15 for Persuade) w/ a 2d20 + 10 XP Award
------------------------
//////////////////////////////////////////////////////
//**Settings**
//Set this to the Consant of the skill you will be checking
int nSkill = SKILL_PERSUADE;
//Set this to the DC of the skill check
int nDC = 15;
//Set this to how much XP you wish to reward the PC if they succeed
int nXP = d20(2) + 10; // (2d20 + 10 XP)
/////////////////////////////////////////////////////
//Main Script (Do Not Alter!)
int StartingConditional()
{
object oPC = GetPCSpeaker();
if ( d20() + GetSkillRank(nSkill, oPC) < nDC )
{ return FALSE; }
else
{ GiveXPToCreature(oPC, nXP);
return TRUE; }
}
----------------------------------
Also you can use a tracks trigger to do specific skill checks, like search / spot etc, awarding them if successful..
Mostly rogues should get rewards for Picking Pockets / Opening Locks / Disarming Traps, finding hidden objects etc.... You would probably have to make a special script to check picking pockets, that's going to be tough to do, don't know if I can help you there..
The others are so easy you can use the script generator to make them.
Modifié par _Guile, 17 septembre 2011 - 11:03 .