About: PCs gain xp for training at a combat dummy / target   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : dbkwik.org associated with source dataset(s)

Build a Combat Dummy or Archery target. Remove all the scripts on it and make sure it is NOT Plot. Give it a fair amount of Hit Points to keep it from being destroyed after one hit. Also, for harder targets to hit, increase the AC on the Dummy. Place this script in the OnPhysicalAttacked and OnSpellCastAt nodes to keep the Dummy from Attacking back. And place the XP script in the OnDamaged node The script is just a simple/basic XP giveing script and it heals the Dummy so it don't get destroyed. Alter / Modify the script as needed.

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  • PCs gain xp for training at a combat dummy / target
rdfs:comment
  • Build a Combat Dummy or Archery target. Remove all the scripts on it and make sure it is NOT Plot. Give it a fair amount of Hit Points to keep it from being destroyed after one hit. Also, for harder targets to hit, increase the AC on the Dummy. Place this script in the OnPhysicalAttacked and OnSpellCastAt nodes to keep the Dummy from Attacking back. And place the XP script in the OnDamaged node The script is just a simple/basic XP giveing script and it heals the Dummy so it don't get destroyed. Alter / Modify the script as needed.
dcterms:subject
abstract
  • Build a Combat Dummy or Archery target. Remove all the scripts on it and make sure it is NOT Plot. Give it a fair amount of Hit Points to keep it from being destroyed after one hit. Also, for harder targets to hit, increase the AC on the Dummy. Place this script in the OnPhysicalAttacked and OnSpellCastAt nodes to keep the Dummy from Attacking back. //:://///////////////////////////////////////////// //:: patchnoattack //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Derrick's script to make combat dummies not attack you. */ //::////////////////////////////////////////////// //:: Created By: //:: Created On: //::////////////////////////////////////////////// void main() { object oPC = GetLastAttacker(); SetIsTemporaryFriend(oPC,OBJECT_SELF,FALSE,0.001); DelayCommand(0.001,SetIsTemporaryEnemy(oPC)); } And place the XP script in the OnDamaged node void main() { int nXP = 2; // amount of xp per damage point int nXPMax = 2000; // Max amount of xp a PC can get from the Dummy int nMaxLevel = 3; // Max level the PC can be to still gain xp from betting up a Dummy int nDam = GetTotalDamageDealt(); object oPC = GetLastDamager(); if(GetIsPC(oPC) && GetHitDice(oPC) <= nMaxLevel && GetLocalInt(OBJECT_SELF,GetName(oPC)) < nXPMax+1) { GiveXPToCreature(oPC,nDam*nXP); SetLocalInt(OBJECT_SELF,GetName(oPC),GetLocalInt(OBJECT_SELF,GetName(oPC)) + nDam*nXP); // Heal the dummy so it don't get destroyed ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(nDam),OBJECT_SELF); } else { SendMessageToPC(oPC,"You have exceeded Level "+IntToString(nMaxLevel)); SendMessageToPC(oPC,"Or you have gained "+IntToString(nXPMax)+" amount of xp"); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(nDam),OBJECT_SELF); } } The script is just a simple/basic XP giveing script and it heals the Dummy so it don't get destroyed. Alter / Modify the script as needed. Note: The PC will be able to move to a different Dummy and start gaining XP again off the new dummy. If you want the PC to only gain nXPMax total. Then use this script void main() { int nXP = 2; // amount of xp per damage point int nXPMax = 2000; // Max amount of xp a PC can get from the Dummy int nMaxLevel = 3; // Max level the PC can be to still gain xp from betting up a Dummy int nDam = GetTotalDamageDealt(); object oPC = GetLastDamager(); if(GetIsPC(oPC) && GetHitDice(oPC) <= nMaxLevel && GetLocalInt(GetModule(),"Dummy"+GetName(oPC)) < nXPMax+1) { GiveXPToCreature(oPC,nDam*nXP); SetLocalInt(GetModule(),"Dummy"+GetName(oPC),GetLocalInt(GetModule(),"Dummy"+GetName(oPC)) + nDam*nXP); // Heal the dummy so it don't get destroyed ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(nDam),OBJECT_SELF); } else { SendMessageToPC(oPC,"You have exceeded Level "+IntToString(nMaxLevel)); SendMessageToPC(oPC,"Or you have gained "+IntToString(nXPMax)+" amount of xp"); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(nDam),OBJECT_SELF); } }
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