That is what is done in the old Baldur's Gate game. If you were wearing armor, the Stealth abilities were greyed out.
Any thoughts on HIPs?
Débuté par
Thorne_underfoot
, mai 02 2011 11:06
#26
Posté 03 mai 2011 - 11:47
#27
Posté 03 mai 2011 - 11:49
Kaldor Silverwand wrote...
Not sure if there is a way to know when someone has activated HiPS though.
Regards
You can use a gui callback to detect when the hide skill button is pressed on the hotbar or when the stealth mode button is pressed. (The lattter is much easier than the former)
#28
Posté 04 mai 2011 - 12:38
Over at Sea of Dragons we were well aware of the chili dipping folks did with SD to get Hips before hashing out the server make up. One of our remedies we used is we made Hips gainable at level 8 like the Assassin as well as adding missing spells to SD to help benefitt the class more so it didn't seem like a nerf. To top it off we even gave rogues at level 8 the ability to pick Hips as a feat to help rogues to not feel utterly useless in comparison to there Assassin and Shadow Dancer counter parts.
As a server that stays true as humanly possible to core FR D&D we decided to make this slight alteration to prevent the power gamers from chili dipping. Thankfully we do not get very many players on SoD that power game, but rather focus on there character concepts.
As a server that stays true as humanly possible to core FR D&D we decided to make this slight alteration to prevent the power gamers from chili dipping. Thankfully we do not get very many players on SoD that power game, but rather focus on there character concepts.
#29
Posté 04 mai 2011 - 09:58
MasterChanger, can you please post the script you made?
#30
Posté 04 mai 2011 - 04:53
Ya know. I had considered switching over to SoD. Just hadn't made the plunge. The one time I visited there were very few players on, so I wasn't sure how to interact. I might check it out again.
#31
Posté 05 mai 2011 - 01:11
Its a bit slow at the moment but myself and the other founders are trying to boost population once again, we hit a minor speed bump but are looking to hit high gear again. Give it a shot we have a few DM's that will help with questions and what not and some very dedicated players. There is plenty to do solo atm without needing others but the focus of SoD is grouping, just not 100% required. We have quite a few quests and there non fed-x style, and the npc's and layout of the game makes you feel thrusted right into character upon the start. Very attention detailed PW. Always welcome to check the forums www.seaofdragons.com plenty of info there
#32
Posté 05 mai 2011 - 04:05
manageri wrote...
MasterChanger, can you please post the script you made?
Sure thing. Just give me a bit to clean it up and make sure everything's working, and I'll post it.
#33
Posté 06 mai 2011 - 01:02
Hello.
I am busy to play the single player. Just got the game, so I am still having fun with it.
But I found this discussion, and got interested in it.
If I was to try and mod-in a fix for the HIPS abuse, I would do the following:
1) Turn the stock HIPS feat unavailable.
Give it some high requirement, so nobody can take it anymore.
2) Craft a custom HIPS feat, to substitute the original. And attach a script to it -- of course.
3) What to script in the script?
Well, first you need to fake the original HIPS.
Look at HIPS this way: Cast Invisibility, Unlimited Uses Per Day.
What HIPS is, in the end -- just without the cast thing.
So...
Have the script craft and apply an invisibility effect to the HIPSer. This will cause all nearby observers to loose perception of the HIPSer.
At the same time, force the HIPSer into Stealth mode. Because...
... moments after he has gone invisible (by virtue of the Invisibility effect), you remove the invisibility effect.
And what is left is (should be) a character that can vanish at will in front of any non-TrueSeeing creature, without casting an actual spell. That is what the stock HIPS does, no?
With the difference that *you* control your custom HIPS, and may now insert all sorts of limitations for its employment.
I find a cooldown of 2 rounds to be a rather balanced solution.
But Rogue aficionados may yell at it to no end...
So maybe it is better to make it a 1 round cooldown for Rogues and the likes, and a 2 or 3 rounds cooldown for every other non-Rogue-like class (Paladin, Fighter, Cleric, Wizard...).
I would also make HIPS fail if the HIPSer has any active light source on him.
Doing so -collaterally- low level spellcasters could defend against a HIPSer by casting a cheap Light spell on him
(kind of like throwing a bucket of paint to splash the invisible man :-) )
How does that sound?
-fox
I am busy to play the single player. Just got the game, so I am still having fun with it.
But I found this discussion, and got interested in it.
If I was to try and mod-in a fix for the HIPS abuse, I would do the following:
1) Turn the stock HIPS feat unavailable.
Give it some high requirement, so nobody can take it anymore.
2) Craft a custom HIPS feat, to substitute the original. And attach a script to it -- of course.
3) What to script in the script?
Well, first you need to fake the original HIPS.
Look at HIPS this way: Cast Invisibility, Unlimited Uses Per Day.
What HIPS is, in the end -- just without the cast thing.
So...
Have the script craft and apply an invisibility effect to the HIPSer. This will cause all nearby observers to loose perception of the HIPSer.
At the same time, force the HIPSer into Stealth mode. Because...
... moments after he has gone invisible (by virtue of the Invisibility effect), you remove the invisibility effect.
And what is left is (should be) a character that can vanish at will in front of any non-TrueSeeing creature, without casting an actual spell. That is what the stock HIPS does, no?
With the difference that *you* control your custom HIPS, and may now insert all sorts of limitations for its employment.
I find a cooldown of 2 rounds to be a rather balanced solution.
But Rogue aficionados may yell at it to no end...
So maybe it is better to make it a 1 round cooldown for Rogues and the likes, and a 2 or 3 rounds cooldown for every other non-Rogue-like class (Paladin, Fighter, Cleric, Wizard...).
I would also make HIPS fail if the HIPSer has any active light source on him.
Doing so -collaterally- low level spellcasters could defend against a HIPSer by casting a cheap Light spell on him
(kind of like throwing a bucket of paint to splash the invisible man :-) )
How does that sound?
-fox
Modifié par the.gray.fox, 06 mai 2011 - 01:08 .
#35
Posté 06 mai 2011 - 10:43
Thanks a lot. I've always felt standard HiPS is too cheesy while roguish types without it are often too squishy. I'm sure I can find a happy middleground with your idea.
#36
Posté 06 mai 2011 - 11:57
manageri wrote...
Thanks a lot. I've always felt standard HiPS is too cheesy while roguish types without it are often too squishy. I'm sure I can find a happy middleground with your idea.
No problem at all. Note that I haven't included override 2da's (feat.2da and spells.2da) to call that script. It's not hard to do, but the 2da I was building from wasn't compliant with reserved 2da ranges so I don't have one ready for you with only this change.
If you don't know how to add a line to feat.2da and spells.2da yourself, let me know and I can make one up for you. Could even base it on Kaedrin's, I suppose.
#37
Posté 07 mai 2011 - 12:28
Thanks but I've done a bit of custom feat stuff in the past, I got it working already.





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