This mutator adds a persistent levelup system to UT2003. Frags will give you EXP towards a levelup. After a levelup, you get a (configurable) number of points to use on statistics such as weapon speed, health, adrenaline, and damage modifiers, as well as special abilities. Bonus EXP is given for killing players of higher level than you, multikills, sprees, winning a match, and (in properly setup gametypes) scoring game objectives. Everything is saved to .ini and reloaded in future games when that player joins.
UT2003RPG v3.0 Mutator for UT2003 Created by Mysterial (firstname.lastname@example.org) 7/4/03 UNINSTALL PREVIOUS VERSIONS BEFORE INSTALLING THIS ONE! (You DO NOT have to delete your UT2003RPG.ini though; see the note on updating below) To install the .ut2mod version, open UT2003RPG.ut2mod, which should open the UT2003 installer. To install the manual .zip version, extract it to your UT2003\System folder. By default that's C:\UT2003\System. NOTE ON UPDATING TO THIS VERSION: If you want to keep your data from a previous version, please carefully follow these instructions: 1. Backup you old UT2003RPG.ini 2. Rename UT2003RPG.ini to UT2003RPGv3.ini 3. Open UT2003RPGv3.ini in Notepad. Do a Find and Replace. You want to replace all "UT2003RPG" with "UT2003RPGv3" (don't actually type the quotes) 4. The line at the very top will say [UT2003RPGv3.MutUT2003RPGv3] change that to [UT2003RPGv3.MutUT2003RPG] 5. You're done! Play the game with your old data! P.S. If anyone knows how to make a UT2MOD do those steps automatically, please email me. This mutator adds a persistent levelup system to UT2003. Frags will give you EXP towards a levelup. After a levelup, you get a (configurable) number of points to use on statistics such as weapon speed, health, adrenaline, and damage modifiers, as well as special abilities. Bonus EXP is given for killing players of higher level than you, multikills, sprees, winning a match, and (in properly setup gametypes) scoring game objectives. Everything is saved to .ini and reloaded in future games when that player joins. The stats are Weapon Speed (%), Starting Health, Max Adrenaline, Damage Bonus (%), Damage Reduction (%), and Max Ammo. There are also fourteen special abilities (it may be possible to download more from the Internet) Bots are supported and will choose certain stats more than others depending on their tendencies (e.g. aggressive bots choose attack-oriented stats most often). They will go for abilities sometimes too. Online play is also supported. Servers must add ServerPackages=UT2003RPGv3 to the [Engine.GameEngine] section of their UT2003.ini for it to work properly. Player data is protected by unique PlayerID (tied to CD keys) so data stealing and/or impersonation won't happen. If you use this mutator with Invasion, EXP gained for kills of monsters is equal to the number of points you get for killing them. Monsters are given a level equal to the Wave times two, and all their points are always evenly distributed between Damage Bonus and Damage Reduction. The configuration menu has the following options: -Autosave Interval: Every this many seconds, one player's data will be saved. (Players are autosaved one at a time to prevent slowdowns if there is a lot of saved data) -Stat Points per Level: This is the number of points players get towards their stats for every levelup. -Divisor to EXP from Level Diff: Players gain more EXP for killing someone of a higher level. The base equation is the difference in level squared. However, if that seems too much, you can lower it by increasing this setting. The result of the equation will be divided by this number. -EXP for Winning: The amount of EXP gained for winning a match. -Extra Bot Levelups After Match: Bots only play a small fraction of the total matches played on a computer. Thus, they will almost always be a lower level than the human player(s) (especially in Instant Action). This option gives a bot levelups at the end of a match that bot has played in to compensate for its lack of matches played. -Reset Player Data: If checked, the player data will be reset at the start of the next game. After you've run UT2003RPG once, you can also edit the EXP needed for each level by directly editing UT2003RPG.ini. Note that the first value isn't used and that each entry refers to the experience needed for the NEXT level. For example: Levels=0 Levels=15 Levels=20 would mean that Level 2 requires 15 EXP, Level 3 requires 20 EXP, and all levels after 3 also require 20 EXP. There are also two other options, InfiniteReqEXPOp and InfiniteReqEXPValue, which take effect for levels beyond what's listed in the Levels list: -If InfiniteReqEXPOp is 0, the EXP for the next level will increase by InfiniteReqEXPValue every level. -If InfiniteReqEXPOp is not 0, the EXP for the next level will increase by InfiniteReqEXPValue PERCENT every level. So if you take the above Levels list example and add: InfiniteReqEXPOp=0 InfiniteReqEXPValue=5 this would mean that Level 2 requires 15 EXP, Level 3 requires 20 EXP, and all levels after 3 require 5 EXP more than the previous level. Similarly, changing the part with lines like Abilities=Class'UT2003RPG.AbilityRegen' will allow you to change what abilities are allowed. Also, if you download more abilities from the Internet you will need to add lines like these to make them available. (The readme for any such files will tell you exactly what you need to add) The source to the abilities has been included in UT2003\UT2003RPG\Classes\ so coders can make their own. All you need to do is create a package with your new ability classes and then add the class names to the bottom of UT2003RPG.ini like has been done for the included abilities. FAQ Q: What's the max level? Max stats? -OR- Q: UT2003RPG.ini only contains info for 18 levels in the .ini! Is the max level that low? A: UT2003RPG has no max level or max stat limit. You can go as high as you want. In the .ini, all levels above the highest level listed will require the EXP for that highest level listed. Q: Why don't I get EXP for scoring in CTF, Double Domination, or Bombing Run? A: Epic went to all the effort to code in a ScoreObjective() function and then didn't use it in any of their gametypes. UT2003RPG requires gametypes to use this function in order for it to be able to detect scoring events. (My own Greed gametype uses this function properly, and so may other custom gametypes) Q: Do players get EXP for teamkills? A: No. Q: All of the abilities say "Can't Buy"! WTF? A: The abilities have requirements, such as being above a certain level or a stat being above a certain number. You can find out any requirements an ability has by clicking the Info button. You can find the latest version of UT2003RPG and the rest of my mods at http://www.error691.com/mysterial/UTMods.htm Feel free to discuss this mod on my forums at http://www.error691.com/mysterial/cgi-bin/forum/index.php or email me. Changes from v2.1 -Fixed players leaving and then rejoining a net game not getting an ability list -Player stats are now protected by unique PlayerID (which is tied to your CD key). Players who attempt to impersonate someone else will have their name changed. -Added numeric editboxes for adding more than one point to a stat in one click. -Entering the stats menu now removes the "You have stat points to distribute!" message even if you don't spend your stat points. (The message returns when you next gain a level) -Added a really small "Reset" button in the top left of the stats menu for resetting your own stats and abilities (INCLUDING LEVEL) to their initial values. -Weapon firing rate is no longer capped by the server's tickrate -Denial now has a second level which causes the owner to respawn with the weapon he died with. -Denial initial cost lowered from 25 to 15 -Added a cool particle effect played on players who just leveled up -Fixed Shields Up! not taking effect immediately on net clients -Fixed clicking on the text area in the Player Levels or Ability Info menus making the OK button unclickable -Fixed "Incompatible game files" if you played a UT2003RPG game then joined a server without it Changes from v2.0 -Really fixed rare crash on level switch -Vampirism now heals to starting health + 50 -Vampirism and Retaliation abilities' initial cost lowered from 15 to 10 -Smart Healing ability's initial cost raised from 10 to 15 -Fixed a bug that allowed certain abilities to block other abilities from working properly -Fixed Hoarding ability not working with some pickups -Fixed bug with EXP Needed for next level not always being correct if certain options were enabled Changes from v1.0 -Added Ability support -Added abilities: Adrenal Drip, Resupply, CounterShove, Power Jump, Iron Legs, Regeneration, Retaliation, Quickfoot, Shields Up!, Denial, Vampirism, Hoarding, Cautiousness, and Smart Healing -Player data is now converted properly if the server owner changes the Stat Points per Level option or the ability list -EXP is awarded for headshots -Added tracking and EXP awards for multikills for bots (Epic's game code ignored bot multikills) -SuperWeapons and the Instagib rifle now ignore Damage Reduction and Damage Bonus. -Ammo pickups (but not weapon pickups) give more ammo based on the Max Ammo stat. -If you level up while your stats menu is open it will update to reflect that. -Fixed the "Reset Player Data" option in the configure menu not getting saved. -EXP gained from killing someone of a higher level is now capped at enough to get to that higher level. (prevents recursion crash in really really high level difference situations) -Hopefully fixed rare crash on level switch -Server info now displays the all-time highest level player -Added .ini options InfiniteReqEXPOp and InfiniteReqEXPValue for causing the EXP required for next level to increase after each level even beyond the Levels list. -Fixed Invasion monsters not getting their Damage Reduction -Fixed Max Adrenaline not always getting replicated properly in netplay
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