Thanks a lot for explaining the scripts in such detail. You did this very well, as even I as a non-programmer did understand how it works! So tuning this script to make it more fine-meshed makes it longer and longer (beside being boring to code i guess; So I am glad you shared your tuning work with us).
It's a pity that there is no easier solution (such as that suggested by berelinde) because of engine limitations. I wonder if other workarounds would be possible as well. Does the game-engine keeps track of all XP-gains during a game? I think it does for monsters killed and quests solved (am I right?). Other sources would be opening locks, disarming traps and reading scrolls (where I think it doesn't keep track).
Assuming the game keeps track of all of those, would something like this be possible?:
If a NPC joins the party, then:
set XP of all party members to 0 (for BG1; or to whatever it is at the start of BG2)
give the party all of the XP rewarded for killing monsters
give the party all of the XP rewarded for solving quests
give the party all of the XP rewarded for opening locks
give the party all of the XP rewarded for disarming traps
give the party all of the XP rewarded for reading scrolls
I think it's very unlikely, that this would be possible. There would be also problems whenever the number of party members changes. Finally such a script would probably take a very long time to add XP from so many different sources in later game stages.
It was just an idea, maybe someone has a realistic one ;-)
Mhek
Member Since 04 Dec 2011Offline Last Active Feb 10 2012 04:30 PM