Okay, this is completed across the board on the proto and script sides. Basically, all protos that can die have a san_dying script assigned that features the XP script, and all .py files for protos that can die have the script defined. (An example of a proto that can't die - or is unlikely to die and not designed to die - would be a spawner, etc.) There is probably a lot of redundancy here but I think that's okay. e.g., there are quite a few san_dying scripts defined in .py files that are never referenced. Otherwise, this should be applied universally now. It was probably not necessary for many protos but what the hell, might as well be thorough and allow for odd contingencies like players doing things way out of order.
This works great in HB. Another encounter that could use it is Robin of Locksley. I picked up 6000xp a piece with a party of 6 12-13th levellers!
Robin already had it in 7.9 ... :scratchhe Anyway, everybody will have it in 8.0, whether they need it or not.
And thanks to the script, it was 6,000 instead of 12,000 :google: After all, they're still a large party with very high levels - so unless you 'artificially' reduce their CR (cf. this), that's what you get. To get some perspective - character level 16 = CR 16; meanwhile, the Hezrou and Glabrezu have CR 13. Going by the rules, you are fighting the EL equivalent of about 10 Hezrous in this encounter, which is "supposed to be" overpowering (see here). Another example is the Slavers - they're even higher level, so even with the CR adjustment script, you can still get about 1.5 levels' worth of XP in one go, at these levels.
I'm not 100% convinced it applied properly then, as in my latest version, I had just hired Elmo to take on the slavers, so he was level 6 and got the same XP as everyone else, who were levels 14-16.
Sorry, my fault for not being clear. I was attacked by Robin on the way back from the slavers, and it was this fight I was referring to: Elmo got the same experience as the rest of my party despite the huge disparity in levels.