Updated the final boss battle to be closer to pen and paper. Created souless minions for final battle. Updated Wand of Orcus to be closer to pen and paper. Fixed onAcquire bugs with teleporter stones. Added several missing magical items that are part of the soulless minions gear. Fixed respawning web placeable. Put Oracle & Trabitz on proper factions. Fixed XP system so powerful foes still grant XP. Fixed size of Orcus model. Full compile.
275 lines
12 KiB
Plaintext
275 lines
12 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: XP Distribution Script by Knat
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//:: pwfxp
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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//void main(){}
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// note: default values are geared towards a LOW xp setting...
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// with easy leveling early (level 1-5) and very hard xp gain later on (lvl 30+)
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// all default values should be epic-level compatible
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// this will modify global xp output similar to the module xp-slider
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// higher value = more xp
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// PC needs to kill a combined CR of (PC-LEVEL * 1000) / PWFXP_GLOBAL_MODIFIER
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// on average to gain a level. use this as a rule of thumb and base to calculate
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// the more advanced modifiers
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//
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// e.g. a level 10 needs to kill 100 CR-10 mobs to level (aprox.) using default 10.0 global modifier
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// he will only need 50 CR-10 mobs if you set it to 20.0
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// setting this to 1000.0 = he only needs one CR-10 mob to level
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//
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// you can further scale the leveling progress more precisely with the PWFXP_LEVEL_MODIFIERS constant
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// just continue to read my comments...
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const float PWFXP_GLOBAL_MODIFIER = 15.0;
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// displays one-line XP status info after each kill
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// useful while you fine tune the system.
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// and check the readme.txt in case you want to remove
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// the double-xp message from bioware...
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const int PWFXP_DEBUG = TRUE;
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// NEW & experimental:
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// system will use the SetXP function instead of GiveXPToCreature if you set this to TRUE
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// this should bypass any "possible" bioware xp modification, like multiclass penalties.
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// i did not really test this so far, it's just some rumor i picked up from the
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// bioboards. choose whatever you feel better with...
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const int PWFXP_USE_SETXP = TRUE;
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// NEW:
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// pc level gets computed based on the total XP instead of
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// using GetLevelBy functions if set to TRUE. this way players ready to levelup
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// can't bunker XP to gain better XP bonuses. a level 2 player with
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// 3500 total XP (thus, ready to levelup) gets considered
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// level 3 by the XP script if you set this switch to TRUE
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//
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// setting this to FALSE will use the old way of GetLevelByPosition.
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// i highly recommend the new way to counter XP (and probably more) exploits...
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const int PWFXP_USE_TOTAL_XP_TO_COMPUTE_PCLEVEL = TRUE;
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// this is where you apply your subrace ECL modifiers
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// add them to the constant in this form "(ECL Modifier)-(Subrace)|...next|...etc"
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// COMMENTED OUT as it is no longer used in the calculations.
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//const string PWFXP_ECL_MODIFIERS = "1-ARCTIC DWARF|1-HALF OGRE|1-GITHYANKI|1-GITZERAI|1-OROG|1-GNOLL|1-LIZARDFOLK|1-AASIMAR|1-TIEFLING|1-HOBGOLBIN|1-GRAY DWARF|2-DROW MALE|2-DROW FEMALE|2-DEEP GNOME SVIRFNEBLIN|2-AVARIEL|2-MINOTAUR|2-BUGBEAR|2-FEY'RI|2-TANARUKK|3-OGRE|3-YUANTI PURE|3-AZER|4-PIXIE|4-ILLITHID|5-TROLL|6-RAKSHASHA";
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// NEW:
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//
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// you can add a modifier to change XP output for every single level (including epic levels)
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// this also enables you to break the linear nature of NWNs default XP output.
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// you can change it to: logarithmic, exponential or any other non-linear
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// mathematical function using the PWFXP_LEVEL_MODIFIERS table
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//
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// you can make the first few levels an easy catch but make the last a pain to reach.... very flexible now
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//
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// default setting:
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//
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// level 1 = 1000% xp bonus
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// level 2 = 500% xp bonus
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// level 3 = 300% xp bonus
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// level 4 = 200% xp bonus
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// level 5 = 100% xp bonus
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//
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// level 6 - 10 = no xp change
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// level 11 = -15% xp penalty
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// level 12 = -15%
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// level 13 = -20%
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// level 14 = -20%
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// level 15 = -25%
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// level 16 = -25%
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// level 17 = -30%
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// level 18 = -30%
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// level 19 = -35%
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// level 20 = -35%
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//
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// level 21 = -40% xp penalty
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// level 22 = -45%
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// level 23 = -50%
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// level 24 = -55%
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// level 25 = -60%
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// level 26 = -65%
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// level 27 = -70%
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// level 28 = -80%
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// level 29 = -90%
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//
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// level 30 = -91% xp penalty
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// level 31 = -91%
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// level 32 = -92%
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// level 33 = -92%
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// level 34 = -93%
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// level 35 = -93%
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// level 36 = -94%
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// level 37 = -94%
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// level 38 = -95%
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// level 39 = -96%
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//
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// these settings make it easy first but very tough at later levels.
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// the pc would need to kill 100 level 10 creatures to level from 10 to 11, but
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// several thousand CR 40 creatures to level from 39 to 40, with the above settings.
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// (not counting group bonus or other advanced modifiers)
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//
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// modifier explanation:
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//
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// a value of 1 (01.000) means no xp change.
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//
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// the actual xp bonus/penalty in % = (modifier - 1) * 100
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//
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// use value < 1.0 to reduce the xp
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// e.g. 00.500 = -50%
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// 00.010 = -99%
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// 00.001 = -99.9%
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//
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// attention: syntax !!
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// always pad with 0. each number must be 6 chars long
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// otherwise the parser will fail and your players get 0xp
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// i use very simplistic parsing to optimize cpu use...
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//
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// the first number modifies level 1, the last number level 40
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//
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// LEVEL-----01--|--02--|--03--|--04--|--05--|--06--|--07--|--08--|--09--|--10--|--11--|--12--|--13--|--14--|--15--|--16--|--17--|--18--|--19--|--20--|--21--|--22--|--23--|--24--|--25--|--26--|--27--|--28--|--29--|--30--|--31--|--32--|--33--|--34--|--35--|--36--|--37--|--38--|--39--|--40--|
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const string PWFXP_LEVEL_MODIFIERS = "11.000|06.000|04.000|01.000|01.000|01.000|01.000|01.000|01.000|01.000|00.850|00.850|00.800|00.800|00.750|00.750|00.700|00.700|00.650|00.650|00.600|00.550|00.500|00.450|00.400|00.350|00.300|00.200|00.100|00.090|00.090|00.080|00.080|00.070|00.070|00.060|00.060|00.050|00.040|00.040";
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// small bonus for killing blow dealer
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const float PWFXP_KILLINGBLOW_MODIFIER = 1.1; // 0%
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// PC level gets compared to the average party level.
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// APL = Average Party Level
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//
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//
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// attention: the below example was from version 1.1
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// most if not all constants have been changed (scalar for example is 100% now and thus fully linear)
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//
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// example uses below values
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// const float PWFXP_APL_REDUCTION = 2.0;
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// const float PWFXP_APL_NOXP = 4.0;
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// const float PWFXP_SCALAR = 0.5
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//
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// XP gets reduced if PC-level > APL + APL_REDUCTION
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// XP reduction is based on SCALAR, be careful if you change this
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// right now its 0 - 50% (scalar 0.5) for delta 2 (APL_REDUCTION) .. delta 4 (APL_NOXP)
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// delta = abs(APL - PC Level)
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// this means it will switch from 50% reduction to 100% reduction in one leap in case the PC level
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// is greater then APL + APL_NOXP.
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// i did this for a better granularity for the given default values but
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// you can freely change APL_REDUCTION and/or APL_NOXP. XP reduction gets auto-adjusted to the maximum
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// of SCALAR (50% default).
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//
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// XP gets reduced to zero if PC-level > APL + APL_NOXP
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//
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// Example (using default values):
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// PC A = level 7
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// PC B = level 3
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// PC C = level 1
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//
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// average party level (APL) = 3.66
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//
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// Distance PC A = abs(PClevel - AveragePartyLevel) = abs(7 - 3.66) = 3.34
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// PC-A has a final distance of 1.34 (3.34 - APL_REDUCTION)
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// XP reduction = (SCALAR / (APL_NOXP - APL_REDUCTION)) * 1.34 = (0.5 / 2) * 1.34 = 33.5% XP reduction
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//
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// Distance PC B = abs(PClevel - AveragePartyLevel) = abs(3 - 3.66) = 0.66
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// PC-A has a final distance of -1.34 (0.66 - APL_REDUCTION)
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// no XP reduction
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//
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// Distance PC C = abs(PClevel - AveragePartyLevel) = abs(1 - 3.66) = 2.66
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// PC-A has a final distanceof 0.66 (2.66 - APL_REDUCTION)
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// XP reduction = (SCALAR / (APL_NOXP - APL_REDUCTION)) * 0.66 = (0.5 / 2) * 0.66 = 16.5% XP reduction
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//
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// those PCs with the biggest impact to the average party level receive the biggest XP reduction
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// (in the above case PC A)
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//
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// set _REDUCTION to 40 and _NOXP to 41 if you don't want any APL reduction
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//
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// changed default to a bit less harsh values
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const float PWFXP_APL_REDUCTION = 3.0; // levels
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const float PWFXP_APL_NOXP = 6.0;
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// maximum CR cap
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// this stops creatures with sky-high CRs from giving godly XP
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const float PWFXP_CR_MAX = 80.0;
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// NEW:
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// these 4 constants works like the APL constants above but it compares
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// PC level vs challenge rating of the dead creature
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//
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// you can distinct two different cases now:
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//
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// PC level > CR of the creature (CR + PWFXP_CR_LESSTHAN_PCLEVEL_REDUCTION)
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// PC level < CR of the creature (CR + PWFXP_CR_GREATERTHAN_PCLEVEL_REDUCTION)
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//
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// math is the same as the APL example above, just exchange
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// AveragePartyLevel with CR of dead creature and use
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// PWFXP_CR_*_PCLEVEL_REDUCTION and PWFXP_CR_*_PCLEVEL_NOXP as the constants
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//
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// set _REDUCTION to CR_MAX and _NOXP to CR_MAX+1 if you don't want any cr reduction
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//
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// reduction constants for PCs fighting mobs with a CR below their level
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const float PWFXP_CR_LESSTHAN_PCLEVEL_REDUCTION = 5.0;
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const float PWFXP_CR_LESSTHAN_PCLEVEL_NOXP = 10.0;
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// note: default setting only penalize PCs if they try to kill something
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// that should be *impossible* for their level.
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// a 40 level epic PC will be able to kill CR 60 creatures without
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// penalty and a large low-level group of players will be able to
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// kill a much higher CR creature without penalty...(a group of lvl5 players killing
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// a CR 20 creature won't receive any penalty. penalty will start to kick in if they try
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// to kill a creature with a CR > 25
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// you can use this to counter low-level XP exploits. e.g. a level 40 player
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// could mangle a mob down to 1 HP. then a low level comes in and deals the final
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// blow -> classical xp exploit...
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// default settings make sure that nothing can get out of hand, but you can make
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// this harsher if you want (but keep in mind that creatures can have a higher
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// CR than the players maximum level, like CR 60)
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//
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// set _REDUCTION to CR_MAX and _NOXP to CR_MAX+1 if you don't want any cr reduction
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//
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// reduction constants for PCs fighting mobs with a CR above their level
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const float PWFXP_CR_GREATERTHAN_PCLEVEL_REDUCTION = PWFXP_CR_MAX;
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const float PWFXP_CR_GREATERTHAN_PCLEVEL_NOXP = PWFXP_CR_MAX+1;
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// described above
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const float PWFXP_SCALAR = 1.0;
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// groups get a small xp bonus
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// formular is groupsize-1 * modifier
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// with a default value of 0.1 (10%) a party of 4 receives 30% XP bonus
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// this should encourage grouping
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// set it to 0.0 if you dont like that...
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const float PWFXP_GROUPBONUS_MODIFIER = 0.1;
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// groub members need to be within this distance to the dead creature
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// if they want to get any XP during fights
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const float PWFXP_MAXIMUM_DISTANCE_TO_GROUP = 70.0; // meters
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// safety mechanism
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// minimum XP for a kill
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const int PWFXP_MINIMUM_XP = 1;
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// safety mechanism
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// maximum XP for a kill
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const int PWFXP_MAXIMUM_XP = 1200;
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// UPDATED:
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// these constants determine how XP division works
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// you can now distinct between animal companion,
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// familiars, dominated, summoned and henchman. you can set a different
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// xp divisor for each of them. (default: henchman has max reduction impact followed
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// by dominated, summoned, familiars, animal companion)
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// e.g.: a group with two PCs + 1 FAMILIAR + 1 SUMMONED CREATURE
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// gets a total XP divisor of 2.5 (using default values).
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// if they kill a 1000XP mob, both PCs only receive 400 XP
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const float PWFXP_XP_DIVISOR_PC = 1.0;
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const float PWFXP_XP_DIVISOR_DOMINATED = 0.25;
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const float PWFXP_XP_DIVISOR_HENCHMAN = 0.5;
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const float PWFXP_XP_DIVISOR_SUMMONED = 0.0;
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const float PWFXP_XP_DIVISOR_ANIMALCOMPANION = 0.1;
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const float PWFXP_XP_DIVISOR_FAMILIAR = 0.1;
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// used in case I can't determine the associate type
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const float PWFXP_XP_DIVISOR_UNKNOWN = 0.25;
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// don't change these
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float PWFXP_APL_MODIFIER = PWFXP_SCALAR / (PWFXP_APL_NOXP - PWFXP_APL_REDUCTION);
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float PWFXP_CR_LESSTHAN_PCLEVEL_MODIFIER = PWFXP_SCALAR / (PWFXP_CR_LESSTHAN_PCLEVEL_NOXP - PWFXP_CR_LESSTHAN_PCLEVEL_REDUCTION);
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float PWFXP_CR_GREATERTHAN_PCLEVEL_MODIFIER = PWFXP_SCALAR / (PWFXP_CR_GREATERTHAN_PCLEVEL_NOXP - PWFXP_CR_GREATERTHAN_PCLEVEL_REDUCTION);
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