Trouble with .2da limitations and disabling feats without .haks
#1
Posté 15 juillet 2010 - 03:28
You can see the potential here... combat modes that don't go away every time you sneeze, NWN 2 rules for Knockdown and Disarm, all without need for .haks.
Now, I've wracked my brain trying to get this sucker to work here without success. Nothing I change in the .2da file does the job, and I've tried everything that could possibly seemingly work. In fact, the only noticeable effect I've seen was that by adding a number under the "Uses Per Day" column I could see that number next to the combat feat I was using as a test subject. (Disarm ftr) Unfortunately using the feat didn't decrease that number at all, so unless some one knows how to make it so, that's a dead end too.
So what I should have asked first and saved several paragraphes: is there a way to disable the use of activatable feats the player posssesses? I've seen SOME feats can be disabled using the class_feat_xxxx files, but the stuff I'm after isn't on said list. Can any one think of ANY conceivable way to do this without forcing players to download haks and tlks and 2das and bits and bytes and bobs? Scripting? overrides? Voodoo rituals? Sacrifices to Satan? I will do what must be done.
#2
Posté 15 juillet 2010 - 03:59
#3
Posté 15 juillet 2010 - 05:07
Other then that, you can use player tool as Calvinthesneak suggested.
Or it could be possible to do via NWNX and nwnx_events plugin, it has ToggleMode event...
#4
Posté 15 juillet 2010 - 07:12
Jesse_the_Thief wrote...
In fact, the only noticeable effect I've seen was that by adding a number under the "Uses Per Day" column I could see that number next to the combat feat I was using as a test subject. (Disarm ftr) Unfortunately using the feat didn't decrease that number at all, so unless some one knows how to make it so, that's a dead end too.
A.) Hak's are gods gift to NWN.
B.) Did you try setting up the feat so that it triggers a spell, and having that spell decrement the user per day of the feat number?
Try dismantling My HiPS rewrite if you need an example. It is a hakpack, but what essentially happens in when the feat is used, A spellscript runs, decrements the feat, and reincrements it after a set duration. If your adding uses per day to the troubling feats, haivng the spellscript decrement the feat use count MAY, cause it to grey out upon hitting 0.
Worth a look at any rate.
Of course, seeing how hak packs are gods gift to NWN.. you can effectively, and eloquently Astrik out the existing feats you don't like, write in new feats.2da lines for new feats, and put in your own custom versions. And all players would have to do is manage to put 2 files in the right place.. but.. *Shrugs* Might sound scary, but once you know how its simpler to do it than to explain how to do it honestly.
#5
Posté 15 juillet 2010 - 12:32
Mostly I'm avoiding haks for the new player factor. I'd love to customize everything up with them and make a 3.5 version of NWN, but I'm already having a heck of a time getting players to try the server. If some one came along and said it wouldn't hurt new players numbers I'd give it a shot, but even a small change means a whole new ball game in terms of new players. People are lazy, especially in the Team/Arena rooms.
#6
Posté 15 juillet 2010 - 03:32
Mostly players joined, created char, then someone killed them, they said "This server sucks" and left forever...
So I wish you good luck then, you will need it.
#7
Posté 15 juillet 2010 - 10:43
This thing is actually pretty fun with few players. Sometimes I'll be testing something and start getting into the game even though I'm alone. I've also been improving the single player factor by making enemy NPCs more diverse, less predictable, and smarter. I've actually noticed some good signs, it seems like players who check it out come back again... but I need to get a player base going before putting up a wall of haks and shutting people out. You all know how that goes.
#8
Posté 16 juillet 2010 - 10:06
#9
Posté 16 juillet 2010 - 10:41
#10
Posté 16 juillet 2010 - 11:04
#11
Posté 17 juillet 2010 - 03:16
Very clever:wizard:ChaosInTwilight wrote...
Afterthought: Why not give the old feat's a use per day limit, and Decrement it to 0, 1.0 seconds after resting?
#12
Posté 22 juillet 2010 - 03:25
Just for funsies, I have one minor annoyance: is there any way to play sound effects when firing a script like this? I want to apply a sword "woosh" for a mss and "clangs" when hit, but PlaySound seems to only work on the OnUsed event on an object.
It's not important... I'll just use a visual effect like Air Pulse if I have to, but if any one has a solution it'd be nice.
#13
Posté 01 août 2010 - 07:58
You can disable feats and then script them to the Player Tools and finally fix all the lame combat modes. Next I'm going to do Power Attack/IPA, and while I'm at it I'll change it to NWN 2 rules where you get double damage with two handed weapons. This should really boost the value and enjoyment of a number of feats.
I've tested this stuff on a live server and it all seems to work with the right scripting! It probably adds some performance overhead since you have to use variables, but I think it's worth it.
#14
Posté 01 août 2010 - 08:37
Are you aware that dodge AC is capped at 20 and other AC types not stacks?Jesse_the_Thief wrote...
This worked out amazingly in case any one's curious. I just finished a Expertise/Improved Expertise fix. Using Player Tool #5 players can now toggle Expertise/IE on and off and the effect will actually stay with them instead of deactivating every time they move and such. Also, I left it so you could cast in Expertise mode, but with 25% and 50% spell failure for Expertise and IE respectively.
You can disable feats and then script them to the Player Tools and finally fix all the lame combat modes. Next I'm going to do Power Attack/IPA, and while I'm at it I'll change it to NWN 2 rules where you get double damage with two handed weapons. This should really boost the value and enjoyment of a number of feats.
I've tested this stuff on a live server and it all seems to work with the right scripting! It probably adds some performance overhead since you have to use variables, but I think it's worth it.
Same problem with damage, the maximum you can apply is 20, but I think multiple damage bonuses counts together, so that could bypass it.
#15
Posté 01 août 2010 - 09:05
Now damage, no, I wasn't aware that had cap issues. I could always go straight by the book and do 1.5X damage if it won't stack so that IPA doesn't eat the entire thing, I'll test it and see what happens. If nothing else I'm sure I can find decent work arounds at this point, I've been cramming round pegs into square holes this entire time and it's coming up roses. If all else fails, heck, I'll just disable the Improved versions of Expertise and Power attack, no one uses them much anyway. In fact, I'm tempted to nuke Improved Expertise anyway since people use it to stall to the end of time and it gets annoying.
By the way, I'm gonna try sticking your non-stat stacking script in soon, it looks great and will really help I think.
#16
Posté 02 août 2010 - 06:58
I have changed PA too but with hak so Im giving player new feat into radial menu with subradial, and since I have Frenzied Berserk the maximum damage from PA is IIRC 40, so far using itemproperty on weapon but found stacking issue too, because if there is already dX damage from base weapon damage type. It cannot be stacked and game gets highest damage of one type from weapon (+ammo), guess I will maybe try effect damage again.
About my non ability stacking script... I abadoned it, I mean, I created it for myself, but then I wasn't satisfied with it so I never used it actually. But if you want to try it and find bug, I will grant you support.
BTW there is way, how to make your ac from expertise stack. I will try to post it at vault today. Basically, using skin you add shield AC from gear + your AC. And then recount it whenever you equip/unequip item with shield ac type.
Modifié par ShaDoOoW, 02 août 2010 - 07:01 .
#17
Posté 02 août 2010 - 12:34
Sorry for the questions but it is early and we were p till like 3 playing PnP, lol.
#18
Posté 02 août 2010 - 11:11
It's not the absolute cleanest fix ever, but the results are great. Combat modes are actually useful now since they stay on, and I'm going to set some of the combat mode feats to auto activate - like automatically activating Rapid Shot any time you equip a range weapon.
I'm been thinking about the NWN 2 rules, I think I am going to shift them over. IPA has too high a penalty to be much use and IE gets obnoxious.
I haven't had any trouble with damage, you have to pick a damage type anyway so you can add a little Bludgeoning here and a little Piercing there without any conflicts.
I think I get what you're saying, use Item Properties on the Player Skin to get the needed effect... that's a good idea. The Item Property scripting they added late in the game has a LOT of great potential uses I've found. So far I think Dodge will be ok, especially if I switch over to NWN 2 rules with +6 AC at most.





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