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Knock doesn't work on plot chests? Seriously? That makes it pointless!


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#26
Morbane

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'that' loop will get ya every time - so many ways for strange behaviours.

Glad you got it working.

#27
M. Rieder

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Morbane, is that a beard or your tongue?

#28
Morbane

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Officially it is a flavour saver.

#29
Kaldor Silverwand

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Kaldor Silverwand wrote...

dunniteowl wrote...
Marking a chest as Plot, I always thought, meant you could only open it with a key


There is a separate key required option for that. You cannot pick a lock on a chest that requires a key. I don't know that it prevents bashing it open or using knock. I would hope it would.


Just a follow up. Requiring a key on a chest prevents it from being picked by a rogue, but it can still be bashed open. I haven't tried knock.

Regards

#30
M. Rieder

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Morbane wrote...

Officially it is a flavour saver.


Ahhh yes.  Very good.

#31
M. Rieder

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Kaldor Silverwand wrote...

Kaldor Silverwand wrote...

dunniteowl wrote...
Marking a chest as Plot, I always thought, meant you could only open it with a key


There is a separate key required option for that. You cannot pick a lock on a chest that requires a key. I don't know that it prevents bashing it open or using knock. I would hope it would.


Just a follow up. Requiring a key on a chest prevents it from being picked by a rogue, but it can still be bashed open. I haven't tried knock.

Regards

 
Good to know.  Thanks.  Not 100% sure but I think that key required prevents knock.  Didn't realize it allowed bashing, though. 

#32
Shockwolf

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Lance Botelle wrote...

Hi,

Line 50 of nw_s0_knock says:

if(!GetPlotFlag(oTarget) && GetLocked(oTarget))

You can simply edit this line of the script to:

if(GetLocked(oTarget))

Or, a better way: Edit the spell hook to remove plot setting as required as painofdungeoneternal says.

Lance.


Thanks Lance!  This was the solution I was looking for!   I have this issue with all of my doors.  I have made them plot because they cannot be respawned if they are broken, however it means that the default Knock spell will also not work on them. 

Why the hell they made it do that in the first place is beyond me.  If you configure a door or chest to need a key, the Knock spell won't work anyway.

#33
painofdungeoneternal

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Usually marking a door plot means you have a special quest required before you can open it or bash it. ( ie its part of the plot which a knock spell would ruin since you can just cast the spell instead )

#34
Dann-J

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painofdungeoneternal wrote...

Usually marking a door plot means you have a special quest required before you can open it or bash it. ( ie its part of the plot which a knock spell would ruin since you can just cast the spell instead )


All Plot really does is stop you being able to destroy the door or container. It doesn't necessarily prevent you from picking the lock.

The Knock script should of checked whether the chest or door required a key, rather than whether it was set to Plot. A Plot door or chest with a low unlock DC might as well be wide open as far as any rogue is concerned.

#35
painofdungeoneternal

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I actually had this line in the CSL version of the kncok sell
if( !GetLockKeyRequired(oTarget) && GetLocked(oTarget))

So i'd have to agree with you there. So the correct solution is to actually check to see if a key is required instead of plot instead of just removing the check for plot which i think is being done so far.

#36
M. Rieder

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You also can just give the door thousands and thousands of HP.

#37
Dann-J

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M. Rieder wrote...

You also can just give the door thousands and thousands of HP.


...then have someone cast an instant-death spell on it!

Most necromancy spells seem to only work on creatures, but there are a few that will target placeables as well. Ironically, Slay Living will kill a placeable, whereas Destruction won't even let you target it.

#38
kevL

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how bout, Put a variable_int on the chest/door, say "bNotKnockable = [TRUE|FALSE]"

then rewrite the knock spell-script to check on that ...


( such that Knock? defaults to YES, when no var_int is set. ) Then take out the checks for Plot and perhaps even KeyRequired - mix & match as required,



ps. think i'm gonna take a look at Slay Living and 'Destraction' ..

#39
painofdungeoneternal

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There already is a resist knock variable

#40
kevL

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sry, I see it:

"X2_FLAG_DOOR_RESIST_KNOCK" in x2_inc_switches :)


edit, making changes as suggested above.

Modifié par kevL, 07 février 2012 - 09:14 .


#41
The Fred

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Yeah, with a flag it shouldn't need to ignore key required. I didn't think it did, at least not in NWN1 (some of my script-specific knowledge hasn't been updated since then...) and it probably shouldn't. The plot bit was intentional. Any NWN1 player will be able to tell you about locks "too complex to pick and warded against simple spells".

#42
kevL

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well, yeah it shouldn't need !KeyRequired, Fred. In fact for greatest flexibility all checks should be separated:

Plot = nonbashable
KeyRequired = no picking, key required
Resist_Knock = can't be opened by knock spell.


But at present it's probably wise to leave !KeyRequired in the script, because i suspect most builders ignore the resist flag and when they have something need a key they mean it's Plot.

... One of these days, Alice, one of these days!!