I've been considering making low level combat more interesting by making level 1 PCs start off stronger. I figure I'll convert Epic Toughness to "Heroic Durability" as in DDO for HPs, then add an extra attack to all characters.
So I'm thinking a nice way to do this would be to add the Multiattack feat to all PCs, then use scripting to remove it at some point... like training wheels for your BA. But I need to alter the description of Multiattack to make sense, and if I do that then the description won't make sense when read on an animal companion's character sheet.
So, question is: is there a way I could copy the Multiattack feat in the .2da, and then have two different feats with the exact same effect but different descriptions?
If not, no biggie, I can always script a work around once I figure out what I want, but this would make things quicker and less painful.
Copying an existing feat?
Débuté par
Jesse_the_Thief
, janv. 16 2011 08:35
#1
Posté 16 janvier 2011 - 08:35
#2
Posté 16 janvier 2011 - 11:27
You can just copy the multiattack row in the 2da, paste it to a new row, and change the description column.
#3
Posté 16 janvier 2011 - 11:37
Does that work ok? It has a feat ID# and such, I assumed having 2 feats with the same ID# would be a problem.
#4
Posté 16 janvier 2011 - 11:42
manageri wrote...
You can just copy the multiattack row in the 2da, paste it to a new row, and change the description column.
Yes, but if Multiattack is a hard-coded feat, which I suspect it is--there's no SpellID attached and it's not even marked as persistent--this won't help you.
It's probably best to make your own persistent feat linked to an entry in Spells.2da that calls an ImpactScript. Then you can use EffectModifyAttacks. Alternatively, you can use a modified OnEquip/OnUnEquip to check for the presence of this feat and apply the same Effect that way. This way would offer the benefit of being able to have certain weapons faster or slower as you wished.
The only downside to EffectModifyAttacks that I've found is that the extra attacks do NOT show on the character sheet like the do for, say, Flurry of Blows. If this is a big issue for you, you can manually figure out the attack schedule and send the info to the player via a number of ways, from modifying the character sheet to a simple SendMessageToPC.
Jesse_the_Thief wrote...
Does that work ok? It has a feat ID# and such, I assumed having 2 feats with the same ID# would be a problem.
If you create a new row, it must have its own (sequential) row number. Tlkedit2, for example, offers a "renumber" option that will do this for you.
Modifié par MasterChanger, 16 janvier 2011 - 11:43 .
#5
Posté 17 janvier 2011 - 02:22
I actually worked this out and tested it, and it does appear as all indicators indicated that it doesn't work. I copied and assigned the feat, only changing the description, it automatically added on level 1 as intended, but it had no effect in any way. So I guess that answers that, if it's hard codes stuff then copying is useless. NWN2Wiki says the row number controls how the game recognizes what feats do, so looks like I'm SOL.
I really want it to show on the character sheet if I do this, I hate sloppy fixes. I wasn't aware there WAS a way to modify info on the character sheet in that manner, is this some new scripting command in NWN 2? I've had a lot of experience with NWN 1, but I've only been working with 2 for a few months now.
I really want it to show on the character sheet if I do this, I hate sloppy fixes. I wasn't aware there WAS a way to modify info on the character sheet in that manner, is this some new scripting command in NWN 2? I've had a lot of experience with NWN 1, but I've only been working with 2 for a few months now.
#6
Posté 17 janvier 2011 - 04:28
Firstly, I think using EffectModifyAttacks to give extras gives them at the highest BAB, so you'd see something like "Attack Bonus: +2" and you'd pretend it says "+2/+2/+2" or whatever.
It's not super-easy to change the way Graphical User Interface screens are populated, but it's certainly do-able as a more advanced scripting project. For example, look at this custom screen created by Pain for his new DM interface and client editor. If you don't know your way around XML for NWN2, you can take a look at Lance B's tutorial and decide if this is something that is worth your time.
It's not super-easy to change the way Graphical User Interface screens are populated, but it's certainly do-able as a more advanced scripting project. For example, look at this custom screen created by Pain for his new DM interface and client editor. If you don't know your way around XML for NWN2, you can take a look at Lance B's tutorial and decide if this is something that is worth your time.
#7
Posté 17 janvier 2011 - 11:50
There's an issue with EffectModifyAttacks as well, it has no ID so it can't be removed, so if you're planning on using it in a feat that's on all the time then when a player loads the game the effect gets stacked. You can test this by giving yourself the frenzy feat, using it, then saving the game and immediately loading and you'll see those extra attacks stack up.
I was working on a persistent attack number increase feat myself a while back and the best solution I found was using EffectBABMinimum. It actually has the no ID issue as well but since it sets a value instead of increasing one it at least eliminates the stacking, so you'll only have problems if you want to remove it when switching weapons or something like that. There's also obviously the problem that the extra attack will be at -5 AB and the whole increased AB thing so you'd have to maybe do some AB modifying effect as well to keep it balanced.
I was working on a persistent attack number increase feat myself a while back and the best solution I found was using EffectBABMinimum. It actually has the no ID issue as well but since it sets a value instead of increasing one it at least eliminates the stacking, so you'll only have problems if you want to remove it when switching weapons or something like that. There's also obviously the problem that the extra attack will be at -5 AB and the whole increased AB thing so you'd have to maybe do some AB modifying effect as well to keep it balanced.
Modifié par manageri, 17 janvier 2011 - 11:55 .
#8
Posté 17 janvier 2011 - 01:47
Yeah, I discovered this EffectBABMinimum command last night and it would be perfect except for 2 things... one, it will show an incorrect BA on the character sheet, and two, a change in BA will affect several other things like Feint checks. I actually really really want the -5 step down. It's perfect for making characters stronger at lower levels without affecting late game combat, but I need to work these two details out somehow.
I wonder if there's a way to change how the GUI shows BA? If I could just slip a "-5" in somewhere we'd be golden...
I wonder if there's a way to change how the GUI shows BA? If I could just slip a "-5" in somewhere we'd be golden...





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