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Henchman levels and subrace XP modifiers


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#1
Mazadan

Mazadan
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Right, bit of a sticky situation I thought I'd throw out there and see if anyone has an elegant solution for...

I have a number of NWN1-style henchman in the mod I'm working on.  Using the following script on the PC Level Up event, they automatically level up when the PC does:

void main()
{
object oPC=GetPCLevellingUp();
int iXP=GetXP(oPC);
object oHench=GetHenchman(oPC,1);
ResetCreatureLevelForXP(oHench, iXP, FALSE);
ForceRest( oHench);
}

The goal of course is to have the henchman level scale to match the PC level.  It works very well and the PC doesn't have to worry about a thing.

Of course the problem happens when the PC and/or henchman are different subraces.  Say, for example, the henchman is a human and PC is a Drow.  Since it takes 6000xp for the Drow to reach level 2, he/she will end up with a level 4 henchman and really mess with balance.  The other way 'round of course and the PC will end up with a henchman who dies as soon as an ogre sneezes near them.

I *could* start slogging away at conditionals and math that will make my head hurt, but I was curious if anyone has already tackled this situation and could save me several hours of trial-and-error.  In an ideal world there would be a scripting function to simply set an NPC to the same *hit dice* rather than XP as a PC, but that doesn't seem to exist.

Thoughts?

Modifié par Mazadan, 04 septembre 2010 - 07:33 .