Author Topic: Px for disarming trap  (Read 427 times)

Legacy_Talon

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Px for disarming trap
« on: July 03, 2014, 11:03:23 pm »


               

i'm looking for a script that rewards the PC for disarming all the trap in module, based on trap difficulty ,and for all traps (and the whole party is also rewarded a lesser amount for trap removal).


 


i had found this..but i don't understand how and where i must add this lines..and if i need something else :/


 


void main()

{

    string sTrapName = GetTag(OBJECT_SELF);      //Set variable sTrapName to object's tag

    int nOnce = GetLocalInt(GetLastDisarmed(), sTrapName);  //Check to see if PC has disarmed this trap before

    int nTrapXPGain = GetTrapDisarmDC(OBJECT_SELF) -10;  //Give xp equal to disarm DC - 10 (set as you like)

    object oPC = GetLastDisarmed();  // oPC is the disarming PC

    if (nTrapXPGain < 0)             // Make sure minimum xp given is 10

        {nTrapXPGain = 10;}

    if (nOnce==FALSE)                //If not given XP before for disarming this trap, then run the routine now

    {

    GiveXPToCreature (GetLastDisarmed(), nTrapXPGain*2); // Give XP (nTrapXPGain) to disarming PC (in this case doubled as hard trap).

    FloatingTextStringOnCreature("XP Gained - use of skill",GetLastDisarmed()); //Inform PC of XP for use of skill

    PartyGotEntry(sTrapName,oPC,nTrapXPGain/2, "XP gain - trap disarmed");  //Reward whole party TrapXPGain/2 for trap removal, tell all party members what XP is for, and set the variable so the XP cannot be gained again for this trap.

    }

}

 


 


My module have the great Scarface's XP/GP System V2.1 but it seems this function is missed too.


               
               

               
            

Legacy_kalbaern

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Px for disarming trap
« Reply #1 on: July 05, 2014, 02:47:46 am »


               

You place it in the OnDisarmed Event of a set trap.



               
               

               
            

Legacy_Pstemarie

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Px for disarming trap
« Reply #2 on: July 05, 2014, 02:59:46 am »


               

You can also use Screwtapes Simple XP. Its one of the better XP systems out there and is simple to setup and customize.


 


The include file


 



//:://////////////////////////////////////////////////

//:: ScrewTape's Simple XP

//:: st_inc_SimpleXP.nss

//:://////////////////////////////////////////////////

/*

    Experience points rewards

*/

//:://////////////////////////////////////////////////

 

//::///////////////////////////////////////////////////////////////////////////

//:: DEFINE CONSTANTS

//::///////////////////////////////////////////////////////////////////////////

 

//* These are the tweaking modifiers, used to adjust the amount of XP awarded.

 

//* N_MODULE_XP_SLIDER -

//*  Use this just as you would use a module's xp slider

//*  Set to 10 for normal xp - when using 2da's this will be exactly the

//*  same, barring other considerations like henchmen, multiplayer, multiclass,

//*  etc. If your using the DMG tables, 10 equates to 10%, which will be

//*  slightly higher than the Bioware awards. 100 will match the DMG tables.

//*  Recommended N_MODULE_XP_SLIDER settings are 17 for 1st level modules, 10-15

//*  for 2nd-5th, and 7-10 for higher level modules. That should keep you in the

//*  ballpark of the Bioware awards.

//*  NOTE: Although the actual module slider has NO EFFECT on these awards, it

//*  DOES need to be set to zero or else the XP will be awarded twice.

const int N_MODULE_XP_SLIDER = 10;

 

//* B_USE_MULTICLASS_PENALTY -

//*  This is a boolean (set to TRUE (1) or FALSE (O)) to decide whether or not to

//*  enforce Bioware's multi class penalty.

//*  Idea taken from Bioware scripting forum post by Ima Dufus

//*  FALSE would be like the DMG

const int B_USE_MULTICLASS_PENALTY = FALSE;     // DMG accurate setting

//const int B_USE_MULTICLASS_PENALTY = TRUE;    // alternate setting

 

//* B_COUNT_ASSOCIATES -

//*  Per Trickster's request, I included an option to count the players' other

//*  associates, summoned/familiar/companion/dominated. In doing so, I realized

//*  I wasn't adhering to the DMG's notes regarding "creatures that enemies

//*  summon or otherwise add to their forces with magic powers. An ememy's

//*  ability to summon or add these creatures is a part of the enemy's CR

//*  already." pp 37, just below the steps to determine the XP award. So I

//*  included that in the option. These two options seemed to be tied together,

//*  that is, if I count the party's associate types when determining total

//*  party members to divide experience by, I should also award XP for enemies'

//*  associates and on the other hand, if I don't count the party's associates

//*  (except henchmen), I shouldn't award XP for enemies' associates.

const int B_COUNT_ASSOCIATES = FALSE;   // DMG accurate setting

//const int B_COUNT_ASSOCIATES = TRUE;  // alternate setting

 

//* B_COUNT_HENCHMEN -

//*  And why not allow the same option for henchmen

const int B_COUNT_HENCHMEN = TRUE;      // recommended setting

//const int B_COUNT_HENCHMEN = FALSE;   // alternate setting

 

//* B_AWARD_DEAD_PLAYERS

//*  Allow dead/dying players to receive awards (per DMG, pp 41 'DEATH AND

//*  EXPERIENCE POINTS') but leave the option to disable.

//* PW world users - I have this worked out pretty well to only award dead

//*  players for the last combat that the party was in, however, if you have

//*  a respawning encounter at the same location, the dead guy will continue

//*  to receive awards if he just sits there dead while the rest of the party

//*  keeps killing mobs. Use B_AWARD_DEAD_PLAYERS with caution on PWs. Otherwise,

//*  he will not receive awards until he rejoins the party (physically)

//const int B_AWARD_DEAD_PLAYERS = TRUE; // DMG accurate setting

const int B_AWARD_DEAD_PLAYERS = FALSE;  // alternate setting

 

//* See the included excel spreadsheet -

//*  I made an excel spreadsheet so you can play with all of these parameters

//*  and see the results.

 

//* N_ENCOUNTERS_PER_LEVEL

//*  exactly what it says - this is how many encounters, where CR = Level are

//*  required for the pc's to level. This is how the base awards are determined.

//const int N_ENCOUNTERS_PER_LEVEL = 13;    // DMG accurate setting

const int N_ENCOUNTERS_PER_LEVEL = 21;      // Bioware setting (sort of...)

 

//* N_ENC_INCREASE_SLIDER

//*  This allows the number of encounters per level to increase with each level.

//*  This is sort of what Bioware does (albeit, not very consistently).

//const int N_ENC_INCREASE_SLIDER = 0;  // DMG accurate setting

const int N_ENC_INCREASE_SLIDER = 10;   // Bioware setting

 

//* N_MAX_CR_GREATER_THAN_HD -

//* N_MAX_HD_GREATER_THAN_CR -

//*  I split these limits into two, so you can prevent higher level pc's from

//*  gaining xp from easy encounters while still gaining awards for very

//*  difficult or impossible encounters

//const int N_MAX_CR_GREATER_THAN_HD = 7;   // DMG accurate setting

const int N_MAX_CR_GREATER_THAN_HD = 200;   // Bioware setting

//const int N_MAX_HD_GREATER_THAN_CR = 7;   // DMG accurate setting

const int N_MAX_HD_GREATER_THAN_CR = 40;    // Bioware setting

 

//* N_CR_HD_PENALTY_SLIDER -

//*  Modify with care - at the base setting, equivalent encounters yield

//*  equivalent experience (4 CR 0 creatures, 2 CR 2 creatures or 1 CR 4

//*  creature will have the same total xp for example) Both Bioware and DMG

//*  vary slightly from this, Bioware on the down side and the DMG a little

//*  down, but mostly to retain nice even numbers (it's PnP after all).

//const int N_CR_HD_PENALTY_SLIDER = 10;    // DMG - CR equivalencies

const int N_CR_HD_PENALTY_SLIDER = 15;      // Bioware - CR equivalencies

 

//* N_MAX_AWARD_X_BASE -

//*  limits the maximum award a player can receive for a single creature

//*  modify with care (you could end up with 4 CR 4 creatures awarding

//*  significantly more than 1 CR 8 creature, since they each will be under

//*  the limit, but if N_MAX_AWARD_X_BASE is set very low, the CR 8 creature may

//*  be too high).

const int N_MAX_AWARD_X_BASE = 5;   // 5 = 5 times base xp is Max award

 

//* N_MEMBER_WEIGHT_SLIDER -

//*  Allows total party members to count for less than actual - requested by

//*  PW server builders - if the setting is at 50% and the number in the party

//*  is 4, total xp will be divided by 2

const int N_MEMBER_WEIGHT_SLIDER = 100; // 100 = 100%

 

//* PL Limits

//* N_MAX_PARTY_HD_DIFFERENCE is the maximum difference in levels between the

//*  highest and lowest level members

//*  if B_NO_AWARD_FOR_PARTY is TRUE, if party has too many levels of difference,

//*  no one receives an award. If it is FALSE, only those under

//*  N_MAX_PARTY_HD_DIFFERENCE from the highest level member will receive

//*  awards.

const int N_MAX_PARTY_HD_DIFFERENCE = 0;    // 0 = no check (no max)

const int B_NO_AWARD_FOR_PARTY = FALSE;

 

//::///////////////////////////////////////////////////////////////////////////

//:: DEFINE FUNCTIONS

//::///////////////////////////////////////////////////////////////////////////

 

// AwardXP, inputs: the killing object, output: none (returned)

void AwardXP(object oKiller);

 

//::///////////////////////////////////////////////////////////////////////////

//:: FUNCTION IMPLEMENTATION

//::///////////////////////////////////////////////////////////////////////////

 

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

// GetHitDiceByXP

//  Solve for hd from xp = hd * (hd - 1) * 500

//  hd = 1/50 * (sqrt(5) * sqrt(xp + 125) + 25)

int GetHitDiceByXP(float fXP)

{

   int nHD = FloatToInt(0.02 * (sqrt(5.0f) * sqrt(fXP + 125.0f) + 25.0f));

   if (nHD < 1) nHD = 1;

   else if (nHD > 40) nHD = 40;

   return nHD;

}

 

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

// SetMaxMinLevels

void SetMinMaxHD(object oPlayer)

{

   int nMaxHD = 0;

   int nMinHD = 0;

   int nHD = 0;

   object oMember = GetFirstFactionMember(oPlayer);

   while (GetIsObjectValid(oMember))

   {

      nHD = GetHitDiceByXP(IntToFloat(GetXP(oMember)));

 

      // check versus max and min

      if (nMaxHD == 0 || nHD > nMaxHD)

         nMaxHD = nHD;

 

      if (nMinHD == 0 || nHD < nMinHD)

         nMinHD = nHD;

 

      oMember = GetNextFactionMember(oMember);

   }

 

   // Store our max an min (do this on self in case party changes between

   // battles, and also so it's independent for multiple parties).

   SetLocalInt(OBJECT_SELF, "nMaxHD", nMaxHD);

   SetLocalInt(OBJECT_SELF, "nMinHD", nMinHD);

}

 

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

// IsPlayerEligible, input: player object, output: TRUE or FALSE

int IsPlayerEligible(object oPlayer, int bCountMembers = FALSE)

{

   string sMessage = "";

   int bReturn = TRUE;

   int nMaxHD = 0;

   int nMinHD = 0;

   int nHD    = GetHitDiceByXP(IntToFloat(GetXP(oPlayer)));;

 

   // Check eligibility requirements when awarding dead players (just distance)

   if (B_AWARD_DEAD_PLAYERS &&

      (GetCurrentHitPoints(oPlayer) > 0) &&

      ((GetArea(OBJECT_SELF) != GetArea(oPlayer)) ||

      (GetDistanceToObject(oPlayer) > 45.0f)))

   {

      sMessage = "Your are too far from combat and thus are ineligible for " +

                 "XP awards.";

      bReturn = FALSE;

   }

 

   // Otherwise check if player is alive

   else if (!B_AWARD_DEAD_PLAYERS && GetCurrentHitPoints(oPlayer) < 0)

   {

      sMessage = "Your are dead and thus are ineligible for XP awards.";

      bReturn = FALSE;

   }

 

   // Otherwise check distance to self (the killed creature) - if you have

   //  B_AWARD_DEAD_PLAYERS set to TRUE, it won't keep awarding dead players

   //  once the party moves on if they choose to stay dead. Caveat: if you have

   //  a respawning encounter at the same location, the dead guy will continue

   //  to receive awards if he just sits there dead while the rest of the party

   //  keeps killing mobs. Use B_AWARD_DEAD_PLAYERS with caution on PWs.

   else if ((GetArea(OBJECT_SELF) != GetArea(oPlayer)) ||

           (GetDistanceToObject(oPlayer) > 45.0f))

   {

      sMessage = "Your are too far away and thus are ineligible for XP awards.";

      bReturn = FALSE;

   }

 

   // Otherwise, check party level difference eligibility (no award for party)

   else if (B_NO_AWARD_FOR_PARTY && N_MAX_PARTY_HD_DIFFERENCE &&

           ((nMaxHD - nMinHD) > N_MAX_PARTY_HD_DIFFERENCE))

   {

      sMessage = "Your party has more than " +

                 IntToString(N_MAX_PARTY_HD_DIFFERENCE) +

                 " levels of difference and thus is ineligible for XP awards.";

 

      bReturn = FALSE;

   }

 

   // Otherwise, check party level difference eligibility (no award for low hd members)

   else if (!B_NO_AWARD_FOR_PARTY && N_MAX_PARTY_HD_DIFFERENCE &&

           (nMaxHD - nHD) > N_MAX_PARTY_HD_DIFFERENCE)

   {

      sMessage = "There is more than " +

                 IntToString(N_MAX_PARTY_HD_DIFFERENCE) +

                 " levels of difference between you and the most powerful " +

                 " party member and thus you are ineligible for XP awards.";

 

      bReturn = FALSE;

   }

 

   // Let 'em know why they didn't get the award

   if (!bReturn && !bCountMembers)

      SendMessageToPC(oPlayer, sMessage);

   return bReturn;

}

 

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

// GetXPFromTable, inputs: level and CR, output: experience points

int GetXPFromTable(int nHD, float fCR)

{

   // Check our hit dice versus CR limits

   int nCR = FloatToInt(fCR);

   if (nCR - nHD > N_MAX_CR_GREATER_THAN_HD ||

       nHD - nCR > N_MAX_HD_GREATER_THAN_CR)

      return 1;

 

   int nAward = 0;

   int nMaxAward = 0;

 

   // Otherwise, determine XP

 

   // Convert to floats to minimize truncation error

   float fHD = IntToFloat(nHD);

 

   // Sanity check

   if (fHD < 1.0f)

      fHD = 1.0f;

 

   // Determine what it took to be this level

   float fXPLevel = fHD * (fHD - 1.0f) * 500.0f;

 

   // And what it takes to be the next level

   float fXPNextLevel = fHD * (fHD + 1.0f) * 500.0f;

 

   // And take the difference

   float fXPDifference = fXPNextLevel - fXPLevel;

 

   // Convert to floats to minimize truncation error

   float fEncPerLevel = IntToFloat(N_ENCOUNTERS_PER_LEVEL);

 

   // Check our increase slider and adjust encounters per level if need be

   if (N_ENC_INCREASE_SLIDER)

   {

      float fInc = IntToFloat(N_ENC_INCREASE_SLIDER);

      fEncPerLevel = fEncPerLevel + (fInc * (fHD - 1.0f) * 0.33f);

   }

 

   // Sanity check (it IS configurable...)

   if (fEncPerLevel < 1.0f)

      fEncPerLevel = 1.0f;

 

   // And use it to determine xp for this many encounters per level

   float fBaseXP = fXPDifference / fEncPerLevel;

 

   // Adjust for CR vs Level difference

   float fAdjust = IntToFloat(N_CR_HD_PENALTY_SLIDER) / 100.0f;

 

   if (FloatToInt(fCR) == nHD)

      nAward = FloatToInt(fBaseXP);

   else if (fCR > fHD)

      nAward = FloatToInt(fBaseXP * pow((1.5f - fAdjust), (fCR - fHD)));

   else // fHD > fCR

      nAward = FloatToInt(fBaseXP * pow((0.8f - fAdjust), (fHD - fCR)));

 

   // Adjust for maximum

   nMaxAward = N_MAX_AWARD_X_BASE * FloatToInt(fBaseXP);

   if (nAward > nMaxAward)

      nAward = nMaxAward;

 

   // Phew!

   return nAward;

}

 

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

// AwardXP, inputs: the killing object, output: none (returned)

void AwardXP(object oKiller)

{

   // We'll start by declaring (and sometimes getting) our variables

   //  we received the killer as an argument (don't need to declare)

   float  fPartyMembers = 0.0f;

   int    nIndex = 0;

   int    nHD = 0;

   int    nXP = 0;

   int    nHoldXP = 0;

   int    nAssociateType = 0;

   float  fTotalXP = 0.0f;

   float  fScale = 1.0f;

   float  fCR = GetChallengeRating(OBJECT_SELF);

   object oMaster = GetMaster(oKiller);

   object oMember;

 

   // Update 8/29/10 - if OBJECT_SELF is a trap then get the CR from the

   //  variable stored on OBJECT_SELF.

   if (GetObjectType(OBJECT_SELF) == OBJECT_TYPE_DOOR ||

       GetObjectType(OBJECT_SELF) == OBJECT_TYPE_PLACEABLE ||

       GetObjectType(OBJECT_SELF) == OBJECT_TYPE_TRIGGER)

   {

       fCR = GetLocalFloat(OBJECT_SELF, "ST_TRAP_CR");

   }

 

   // Update 5/19/04 - make sure we check the actual master in case we have a

   //  henchman or other associate who also has an associate (for example,

   //  henchman is a wizard and has a familiar or has summoned a creature).

   // Update 07/12/04 thanks to ***RodneyOrpheus*** fixed nasty bug here

   while (GetIsObjectValid(oMaster))

   {

      oKiller = oMaster;

      oMaster = GetMaster(oKiller);

   }

 

   // Sanity check - should only happen if creature is invalid

   //  No point in calculating any more if CR is less than or = to 0

   //  or if the script's module slider is set to 0

   if (fCR <= 0.0 || N_MODULE_XP_SLIDER == 0)

      return;

 

   // Before we start calculating XP, let's check to see if we are a controlled

   //  type* of someone else. * summoned/familiar/companion/dominated

   // Update 8/5/04 - thanks ***Belial Prime*** - we were hitting this check on

   //  DM controlled enemies, where we should still be awarding xp.

   //  Used GetAssociateType instead of GetMaster.

   if (B_COUNT_ASSOCIATES == FALSE &&

       GetAssociateType(OBJECT_SELF) != ASSOCIATE_TYPE_NONE)

      return;

 

   // This will also ensure we award XP for traps.

   //  Thanks to *** Sotae *** for this idea

   if (GetIsObjectValid(GetTrapCreator(oKiller)))

      oKiller = GetTrapCreator(oKiller);

 

   // Determine level differences if necessary

   if (N_MAX_PARTY_HD_DIFFERENCE)

      SetMinMaxHD(oKiller);

 

   // First let's determine the number of members in the party. The values of

   //  B_COUNT_HENCHMEN and B_COUNT_ASSOCIATES will determine whether or not

   //  we count henchman and other associates when determining the total number

   //  of party members to divide the Total XP award by. Although the DMG

   //  doesn't specify for players, the DMG does specify for that for enemies,

   //  we don't count xp separately for their creatures added to their forces.

   //  Since henchman can play such a big role, I recommend counting them.

   //  Note: I don't award XP to associates, I just use them in determining

   //  the factor to divide the total XP if specified.

   oMember = GetFirstFactionMember(oKiller); // this only returns PC's

   while (GetIsObjectValid(oMember))

   {

      // Sanity check - first let's see if the PC member is in the same area as

      //  the creature just killed  and if the member was in combat. This way,

      //  if the member's in the area, but not in combat - we won't include

      //  him. It should be noted, there's a delay after an enemy is killed and

      //  before a PC is no longer in combat. (Try resting immediately after

      //  you've killed an enemy, and also note the music). This delay is

      //  sufficient for us to count XP. Handy! Note: this delay does NOT occur

      //  if the player is dead, so dead members will NOT be awarded XP.

      if (IsPlayerEligible(oMember, TRUE))

      {

         // Add the PC him/herself

         fPartyMembers += IntToFloat(N_MEMBER_WEIGHT_SLIDER) / 100.0f;

 

         // We'll treat henchmen separately from the other associates, as,

         //  since version 1.59, you can have more than one henchman.

         if (B_COUNT_HENCHMEN)

         {

            // Loop through the available henchmen and see if he's got 'em

            //  Update 08/05/04 - fixed off by one error in the comparison

            for (nIndex = 1; nIndex <= GetMaxHenchmen(); nIndex++)

            {

               if (GetIsObjectValid(GetHenchman(oMember, nIndex)))

                  // Increment by number of henchmen

                  fPartyMembers +=

                     IntToFloat(N_MEMBER_WEIGHT_SLIDER) / 100.0f;

            }

         }

 

         // According to the lexicon, henchman is the only associate type

         //  that the PC's can have more than one of, so we'll make a simple

         //  check once for each type. I looked in the nwscript.nss file, and

         //  the associate types range from 0 - 5 (where 0 is none, 1 is

         //  henchmen and 2 - 5 are the one's we are interested in)

         if (B_COUNT_ASSOCIATES)

         {

            // Loop through each associate type, not including henchmen

            for (nAssociateType  = ASSOCIATE_TYPE_ANIMALCOMPANION;

                 nAssociateType <= ASSOCIATE_TYPE_DOMINATED; nAssociateType++)

            {

               if (GetIsObjectValid(GetAssociate(nAssociateType, oMember)))

                  // Increment by number of associates

                  fPartyMembers +=

                     IntToFloat(N_MEMBER_WEIGHT_SLIDER) / 100.0f;

            }

         }

 

      } // End if (IsPlayerEligible(oMember))

 

      // Get the next guy in the PC's party

      oMember = GetNextFactionMember(oMember);

   } // end while (GetIsObjectValid(oMember))

 

   // Minimum party members is 1

   if (fPartyMembers < 1.0f)

      fPartyMembers = 1.0f;

 

   // According to the DMG, there are 6 steps. The 6th step is a loop, so

   //  we'll start with that. (why didn't we start yet - because we needed to

   //  know the total party members first)

   oMember = GetFirstFactionMember(oKiller);

   while (GetIsObjectValid(oMember))

   {

      // Same check as before

      if (IsPlayerEligible(oMember))

      {

         // Step 1. determine character level

         // Update 08/05/04 - thanks ***Belial Prime*** We want to get level

         //  by xp, to discourage pcs from waiting to level

         nHD = GetHitDiceByXP(IntToFloat(GetXP(oMember)));

 

         // Step 2. get the monster's fCR

         //  fCR = GetChallengeRating(OBJECT_SELF); // we've already done this

 

         // Step 3. consult the table and adjust using N_MODULE_XP_SLIDER

         // Update 08/05/04 - go back to using rounding instead of truncation

         fScale = IntToFloat(N_MODULE_XP_SLIDER) / 10.0f;

         fTotalXP = IntToFloat(GetXPFromTable(nHD, fCR)) * fScale;

 

         // Step 4. divide the XP by the number of party members

         //  we did the sanity check above, so we can't get DIV/0

         nXP = FloatToInt((fTotalXP / fPartyMembers) + 0.5f);

 

         // Step 5. is taken care of by calling this script when each

         //  monster's OnDeath script gets called (this one)

 

         // Award the XP to the PC - always award at least 1 xp so we know the

         //  awards are working

         if (nXP <= 0)

            nXP = 1;

 

         // Use the standard bioware penalty for multi-class characters

         if (B_USE_MULTICLASS_PENALTY)

            GiveXPToCreature(oMember, nXP);

 

         // Or use get and set to bypass the multi-class penalty

         //  Thanks to *** Ima Dufus *** for this idea

         else

         {

            // We'll get the current xp

            nHoldXP = GetXP(oMember);

 

            // Add them to our newly calculated xp

            nXP += nHoldXP;

 

            // And re-assign the total,

            //  thus bypassing the multi-class penalty

            SetXP(oMember, nXP);

         }

 

      } // End if (IsPlayerEligible(oMember))

 

      // Step 6. get the next guy

      oMember = GetNextFactionMember(oMember);

   } // End while (GetIsObjectValid(oMember))

}


 


Set the XP slider on the module to "0" and add this line to the bottom on nw_c2_default9 and the OnDisarm Event of any traps in your module. When using it for Traps you'll have to set the FLOAT variable "ST_TRAP_CR" on the object that is trapped - this stores the challenge rating of the trap. You can also use this one line in the OnDeath event of placeables, doors, etc.


 



AwardXP(oKiller);



 


I cannot say enough about this system. IMO, its the best XP system on the Vault for beginners and oldtimers alike.



               
               

               
            

Legacy_SKIPPNUTTZ

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Px for disarming trap
« Reply #3 on: July 05, 2014, 04:30:35 pm »


               


I cannot say enough about this system. IMO, its the best XP system on the Vault for beginners and oldtimers alike.




 


The download for the zip file on the vault isn't working '<img'> I sniped the section for the ignoring multiclass penalties from the include though. But still would like this zip if you know another link.


               
               

               
            

Legacy_Pstemarie

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Px for disarming trap
« Reply #4 on: July 05, 2014, 10:13:27 pm »


               

The entire system is posted above - it was all in a modified version of nw_c2_default7.nss. I just put the functions into an include so that you could use it for disarming traps also.



               
               

               
            

Legacy_Talon

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Px for disarming trap
« Reply #5 on: July 06, 2014, 09:29:10 am »


               

I add to default 9 botton after



    //DMFI CODE ADDITIONS BEGIN HERE


 


but i have receved error compiling it, changin AwardXP(oKiller) too.


               
               

               
            

Legacy_Pstemarie

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Px for disarming trap
« Reply #6 on: July 06, 2014, 11:42:59 am »


               

Talon, I don't use DMFI so I can't help you.



               
               

               
            

Legacy_Talon

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Px for disarming trap
« Reply #7 on: July 07, 2014, 01:49:24 pm »


               

mmm.. i'm a bit noob in this . 


i  must copy ALL entire script you posted on bottom of nw_c2_default9 for spawn and for ondisarm...and in nw_c2_default7 too for on death?


is not better  add a line at top like


void main()

{

ExecuteScript("px", OBJECT_SELF)


 


?


 


is not better do it on nw_c2_default7 for death only? (and of course on disarm)


 


sorry for  questions..but i'm learning '<img'>


               
               

               
            

Legacy_Talon

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Px for disarming trap
« Reply #8 on: July 09, 2014, 11:44:13 am »


               

i'd try adding at end of  nw_c2_default9  but i received all time error in this. void AwardXP(object oKiller); i try change it in  AwardXP(oKiller) too but same.


 


 


 


Another question.


Is possibile to add a subraces check too?


like if  player subrace is drow": redice px gained by 10% ..etc


               
               

               
            

Legacy_Pstemarie

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Px for disarming trap
« Reply #9 on: July 09, 2014, 12:20:24 pm »


               

Talon, can you send me your scripts via dropbox or PM and I'll take a look? I can make the fixes, mark them up, and send them back to you.