Exactly. There's only one way to set the amount of experience at a fixed level and that's by allowing 0% of the experience the 3e game hands out for the kiling of monsters. Next, you need to change the OnDeath scripts to give out experience. You can use a central one by inserting lines like
Quote:
if((GetTag(OBJECT_SELF) == "Bugbearsmall") || (GetTag(OBJECT_SELF) == "Bugbearmedium")
{
Give the experience
}
else if (GetTag(OBJECT_SELF) == "Bugbearlarge")
{
give more experience
}
|
into a single, central OnDeath script to keep the different possibilities from cluttering your mod.
Alternatively, you can use a formula of your own (or only apply that formula to certain creatures and have a fixed amount for others) to regulate XP, but that is only necessary in multiplayer modules and modules where the level of the player character is not tightly regulated.
Or, you could set the slider bar to above 0% and adjust the challenge rating to influence the amount of XP the killer gets (challenge rating and the slider bar are part of the calcualtions used in the game, your level and class, and the levels, classes and numbers of your partymembers are also part of it. There are likely more factors still).
You could also not allow XP for killing at all, and instead have it come from talking to people, reaching new areas and completing quests. You may decide to reward players for kills with gold and items, which you can actually regulate yourself.
Perhaps there's no XP to be had at all, except for level-ups at certain crucial parts of the plot.
There are many ways to work with or around the experience that's built into the game.