EffectModifyAttacks and BAB
#1
Posté 09 juin 2011 - 05:52
This is driving me mad. As I read in the Lexicon, EffectModifyAttacks should give extra attacks at full BAB. However, I'm trying to give 2 extra attacks to a ghoul (so he has the 3 attacks he should, based on the SRD) and it's not working as expected. The effect is the same as SetBaseAttackBonus; the engine is giving the ghoul 2 extra attacks with a -5 penalty to the first one, and a -10 to the second one, which is not what I wanted.
I've been trying to fix this for 4 hours now, and hell, it's almost 8AM already. We're using Jasperre's AI in our module, and I've read through all the scripts just making sure the BAB isn't changed anywhere or something. I guess it has nothing to do, but I don't know where else to look at this point.
Any ideas? Is EffectModifyAttacks working as stated in the Lexicon?
Thank you <3
#2
Posté 09 juin 2011 - 06:52
//------------------------------------------------------------------------------
// * Set this variable to 1 - 6 to override the number of attacks a creature has based on its BAB
//------------------------------------------------------------------------------
const string CREATURE_VAR_NUMBER_OF_ATTACKS = "X2_L_NUMBER_OF_ATTACKS";
I do not know if that will solve you problem. But it is worth a try.
Modifié par Lightfoot8, 09 juin 2011 - 06:53 .
#3
Posté 09 juin 2011 - 02:03
Modifié par Huxx, 09 juin 2011 - 02:04 .
#4
Posté 09 juin 2011 - 02:57
What you could try though, is dropping their base movement down a notch and hasting them, if the extra 4 AC isn't unbalancing for the CR they're supposed to end up at. That would give you two attacks at full amount, and you could alter the number of attacks to give them a third at -5.
It's a bit of a hacky way around it, but it's the best idea I have for it at the moment.
#5
Posté 09 juin 2011 - 03:19
Thanks Failed.Bard for your idea, anyway. That should have worked.
Modifié par Huxx, 09 juin 2011 - 03:30 .
#6
Posté 09 juin 2011 - 03:23
Modifié par Huxx, 09 juin 2011 - 03:30 .
#7
Posté 09 juin 2011 - 04:24
#8
Posté 09 juin 2011 - 04:31
#9
Posté 09 juin 2011 - 04:38
Modifié par Huxx, 09 juin 2011 - 04:39 .
#10
Posté 09 juin 2011 - 05:09
Huxx wrote...
Hello everyone,
This is driving me mad. As I read in the Lexicon, EffectModifyAttacks should give extra attacks at full BAB. However, I'm trying to give 2 extra attacks to a ghoul (so he has the 3 attacks he should, based on the SRD) and it's not working as expected. The effect is the same as SetBaseAttackBonus; the engine is giving the ghoul 2 extra attacks with a -5 penalty to the first one, and a -10 to the second one, which is not what I wanted.
I've been trying to fix this for 4 hours now, and hell, it's almost 8AM already. We're using Jasperre's AI in our module, and I've read through all the scripts just making sure the BAB isn't changed anywhere or something. I guess it has nothing to do, but I don't know where else to look at this point.
Any ideas? Is EffectModifyAttacks working as stated in the Lexicon?
Thank you <3
Short answer, no, EffectModifyAttacks is not working as stated in the Lexion. It's one of those functions whose operation changed multiple times over the last few updates to NWN. In patch 1.69, it how gives extra attacks at the tail end of the attack progression instead of at full BAB, though haste still gives a full BAB attack.
I would check to see if you're using the version of the lexicon updated to 1.69, though I don't know if they updated that particular function or not.
Funky
Modifié par FunkySwerve, 09 juin 2011 - 05:10 .
#11
Posté 09 juin 2011 - 06:02
#12
Posté 10 juin 2011 - 04:16





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