Thanks.
Attack / Damage Calculations?
Débuté par
BardKesnit
, déc. 16 2010 06:42
#1
Posté 16 décembre 2010 - 06:42
I know there is a console code that shows the breakdown of attack and damage rolls, but cannot for the life of me remember what it is. Could someone take pity on a braindead player and remind him?
Thanks.
Thanks.
#2
Posté 16 décembre 2010 - 06:49
I don't know about that code, but isn't that what the combat log does?
#3
Posté 16 décembre 2010 - 06:57
If I understand what you are asking, no, it doesn't. It just says total damage done, not where the damage is coming from.
I made a Daggerspell Mage in a character creator using Kaedrin's pack to test out the class before playing one. I'm using touch spells through the dagger, but have no way to know if the dagger damage is being added or not. (All I see is the damage type from the spell, not physical damage from the dagger.) Before I go to Kaedrin's site and ask for help, I wanted to troubleshoot for myself so I know what I am talking about.
Edit: What I am asking for is the code to get the combat log to break down the damage types. Now that I think about it, I don't really care about breaking down attack.
I made a Daggerspell Mage in a character creator using Kaedrin's pack to test out the class before playing one. I'm using touch spells through the dagger, but have no way to know if the dagger damage is being added or not. (All I see is the damage type from the spell, not physical damage from the dagger.) Before I go to Kaedrin's site and ask for help, I wanted to troubleshoot for myself so I know what I am talking about.
Edit: What I am asking for is the code to get the combat log to break down the damage types. Now that I think about it, I don't really care about breaking down attack.
Modifié par BardKesnit, 16 décembre 2010 - 06:59 .
#4
Posté 16 décembre 2010 - 07:58
Hit tilde ( ~ ) or use the ## option you have to use on foreign keyboards.
Enter in the console --
DebugMode 1
dm_enablecombatdebugging 1
Turn it off with the reverse
dm_enablecombatdebugging 0
DebugMode 0
Usable in SP or by DM's in MP, but then everyone can see it.
Enter in the console --
DebugMode 1
dm_enablecombatdebugging 1
Turn it off with the reverse
dm_enablecombatdebugging 0
DebugMode 0
Usable in SP or by DM's in MP, but then everyone can see it.
#5
Posté 16 décembre 2010 - 08:04
No idea about the console command but if you just wanna confirm whether your daggercast is working then casting a ray of frost with at least a +4 dagger should do it since the minimum damage should then be 6 while standard ray of frost is max 5.
#6
Posté 16 décembre 2010 - 08:28
enablecombatdebugging 1/0painofdungeoneternal wrote...
Hit tilde ( ~ ) or use the ## option you have to use on foreign keyboards.
Enter in the console --
DebugMode 1
dm_enablecombatdebugging 1
Turn it off with the reverse
dm_enablecombatdebugging 0
DebugMode 0
Usable in SP or by DM's in MP, but then everyone can see it.
Some people say they still need the capitals:
EnableCombatDebugging 1/0
To get a list of console_commands (better than 'help') type
logcommands
and it will create a text file in ProgFiles->NWN2. The ## option PoDE generously mentions is for typing commands directly into the chat-window ..
(edit) from what I've heard you need 10 fingers plus a toe to get the console open on foreign keyboards
Modifié par kevL, 16 décembre 2010 - 08:40 .
#7
Posté 17 décembre 2010 - 05:06
I like the expression "foreign keyboard". I guess that depends on the point of view, right? Anyway, I think I have one of those, and I only need one finger.
The key is ` (right of P) in my keyboard.
The key is ` (right of P) in my keyboard.
Modifié par Arkalezth, 17 décembre 2010 - 05:33 .
#8
Posté 17 décembre 2010 - 06:01
aye Ark,
I was thinkin' about that and should have put quotes around 'the bigotry inherent in the system'.
tks for the correction
I was thinkin' about that and should have put quotes around 'the bigotry inherent in the system'.
tks for the correction





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