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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Thu Dec 10, 2009 18:27    Post subject: Thats true Reply with quote

Thats true, but I think this topic got started by the idea of blocking the xp gain message.


Creating our own xp gain method, would only be a pseudo solution, still presents the xp gain message, but all we would be doing, would be reducing its frequency to actual level gains.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Thu Dec 10, 2009 18:33    Post subject: in theory Reply with quote

In theory, I suppose, with enough work, you could actually accomplish the entire level up process, without xp gain, via letoscript or a plugin which can accomplish the same thing.

Levelups give
Feat, Ability Scores, and Skill Point bonuses - Hit Dice increases too.


Instead of allowing the normal level up system to do this, you could script it so that

when 1000 Pseudo -xp is gained, it performs the letoscript edits to you, to simulate a level up.

No xp gain message -


but then you have to ask yourself, whats more invasive, a letoscript boot, or a discreet xp gain message, and then normal levelup process.
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dsabrae



Joined: 30 Jul 2008
Posts: 23

PostPosted: Thu Dec 10, 2009 22:35    Post subject: the initial goal Reply with quote

was to suppress the xp awarded message in the combat log when a character earned xp so they would not know until level up they were gaining xp {or the amount}.

A secondary unstated hope was to suppress other system events such as Bobo the fighter uses { insert item here}. The example being say fallens vampire system where a vampire would activate mistform the combat log would read out { so and so activates mistform} totally ruining the fact bobo was a vampire.

In the case of the XP awards im totally digging the using virtal xp awarded its neat and plugs right in but certainly functionality to control system messages would be very useful.
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Thu Dec 10, 2009 22:50    Post subject: Re: the initial goal Reply with quote

dsabrae wrote:
A secondary unstated hope was to suppress other system events such as Bobo the fighter uses { insert item here}. The example being say fallens vampire system where a vampire would activate mistform the combat log would read out { so and so activates mistform} totally ruining the fact bobo was a vampire.


That should be doable with nwnx_events: hook the item use event and override it, while applying the normal item activation script. This additionally causes the item use to be done as a free action.
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