Author Sticky: Post Working Scripts Here
Ghost_SD Posted: Sunday, 23 June 06:56AM
1) Modified OnSpawn Global Code
2) I don't know if other people have this problem, but in my module, when ever someone died, they didn't loose the XP or Gold, like the GUI Said. I Re-created the script so that it works in multiplayer. If you want it to actually work.
3) Put this script into the "on player respawn" global script (module properties, then goto scripts) Now when a player dies, they respawn like normal, (wherever they died at) and it takes the 50 exp per level, and 10% gold.
4) ---GRRR on the "Too Many Words W/O Spaces!"
NWScript:
//:://////////// //////////////// ///////////////////

//:: Multiplayer Spawn script that encludes XP and Gold Penalty

//:: nw_o0_respawn_rr

//:: Copyright (c) 2001 Bioware Corp.

//:://///////// ////////////////// /////////////////

/*

*/

//::///////// ////////////////////// ///////////////

//:: Created By: Allen Waldrop

//:: Created On: 6/23/2002 1:31:28 AM

//:: Based off Original OnPlayerRespawn Script,

//:: Created By:   Brent (Bioware)

//:: Created On:   November

//:://////////// ////////////////// ////////////////

#include "nw_i0_plot"



void main()

{

object oDead = GetLastRespawnButtonPresser();

    int nXP = GetXP(oDead);

    int nPenalty = 50 * GetHitDice(oDead);

    int nHD = GetHitDice(oDead);

    int nMin = ((nHD * (nHD - 1)) / 2) * 1000;

    int nNewXP = nXP - nPenalty;

    if (nNewXP < nMin)

       nNewXP = nMin;

    SetXP(oDead, nNewXP);

    int nGoldToTake =    FloatToInt(0.10 * GetGold(oDead));

    if (nGoldToTake > 10000)

    {

        nGoldToTake = 10000;

    }

    AssignCommand (oDead, TakeGoldFromCreature(nGoldToTake, oDead, TRUE));

    DelayCommand (4.0, FloatingTextStrRefOnCreature (58299, oDead, FALSE));

    DelayCommand (4.8, FloatingTextStrRefOnCreature (58300, oDead, FALSE));

    ApplyEffectToObject (DURATION_TYPE_INSTANT, EffectResurrection() ,oDead);

    ApplyEffectToObject (DURATION_TYPE_INSTANT, EffectHeal (GetMaxHitPoints(oDead)) , oDead);

    RemoveEffects (oDead);

}