So, I've asked this to some builders, modders and contributors, and I certainly opened topics on the matter, but I want to be 100% sure it isn't possible, so, here it goes again:
Is there a way for any other class (besides the Arcane Archer) to have a functional Hail of Arrows Feat?
One may add the feat via console or Leto, but it just won't work, the same as many other feats specific to a class. So, is there a chance that I may "activate" such feats with any other classes? Maybe by doing some .2da editing or something like that?
Arcane Wizard
Débuté par
Master Jax
, août 24 2011 05:51
#1
Posté 24 août 2011 - 05:51
#2
Posté 24 août 2011 - 12:40
Have you checked the PRC, to see if they have done something with this?
#3
Posté 24 août 2011 - 01:12
As far as I know PRC didn't modified Hail of Arrow ability.
Sure, but you'll have to modify x1_s2_hailarrow.nss script - it searches specifically for Arcane Archer levels so it won't work for other classes, but that's easy to change
Is there a way for any other class (besides the Arcane Archer) to have a functional Hail of Arrows Feat?
Sure, but you'll have to modify x1_s2_hailarrow.nss script - it searches specifically for Arcane Archer levels so it won't work for other classes, but that's easy to change
#4
Posté 24 août 2011 - 10:48
Hmmm...the Archer doesn't have hail of arrows?
#5
Posté 25 août 2011 - 03:46
You mean PRC base class Archer? It's no longer in PRC - there is a Bowman class now 
Can't find x1_s2_hailarrow.nss file in PRC haks, so it's using default (and default works only for AA).
Can't find x1_s2_hailarrow.nss file in PRC haks, so it's using default (and default works only for AA).
#6
Posté 25 août 2011 - 05:27
Alex Warren wrote...
Sure, but you'll have to modify x1_s2_hailarrow.nss script - it searches specifically for Arcane Archer levels so it won't work for other classes, but that's easy to change
It is? What part should I change? I thought it would have a class_TYPE_ config, similar to other scripts I've modified via the toolset, but there isn't. Should I just change every "ArcaneArcher" instance? Could you elaborate a bit on that, Alex? You may have just nailed the issue!
#7
Posté 25 août 2011 - 05:55
Changing
should enable wizards and sorcerers to use hail of arrows (you'll have to modify cls_feat_*.2da files for those classes and add the feat there with OnMenu set to 1)
int nLevel = GetLevelByclass(class_TYPE_ARCANE_ARCHER, OBJECT_SELF);to
int nLevel = GetLevelByclass(class_TYPE_ARCANE_ARCHER, OBJECT_SELF)
+ GetLevelByclass(class_TYPE_SORCERER, OBJECT_SELF)
+ GetLevelByclass(class_TYPE_WIZARD, OBJECT_SELF);should enable wizards and sorcerers to use hail of arrows (you'll have to modify cls_feat_*.2da files for those classes and add the feat there with OnMenu set to 1)
#8
Posté 25 août 2011 - 06:08
I think the problem with this feat used by other class is that it doesnt show up in radial menu. To do this you must modify each class' cls_feat_*.2da and allow it there.
EDIT: Right just found out Alex also told you this... Now at least you know why.
EDIT: Right just found out Alex also told you this... Now at least you know why.
Modifié par ShaDoOoW, 25 août 2011 - 06:09 .
#9
Posté 26 août 2011 - 05:15
Actually, Hail of arrows is supposed to be a passive feat, right? So there should be no problem. I mean, it is, right?
On the other hand, Wow Wow Wow, Alex... slow down a minute... there are no class_TYPE instances in my x1_s2_hailarrow.nss script! Are the changes you mentioned supposed to go in the cls_feat.2da?
On the other hand, Wow Wow Wow, Alex... slow down a minute... there are no class_TYPE instances in my x1_s2_hailarrow.nss script! Are the changes you mentioned supposed to go in the cls_feat.2da?
#10
Posté 26 août 2011 - 05:53
No, Hail of Arrows is active feat.
This is how my x1_s2_hailarrow.nss look like (NWN Diamond, 1.69, SoU, HotU)
This is how my x1_s2_hailarrow.nss look like (NWN Diamond, 1.69, SoU, HotU)
//::///////////////////////////////////////////////
//:: x1_s2_hailarrow
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
One arrow per arcane archer level at all targets
GZ SEPTEMBER 2003
Added damage penetration
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
#include "x0_i0_spells"
// GZ: 2003-07-23 fixed criticals not being honored
void DoAttack(object oTarget)
{
int nBonus = ArcaneArcherCalculateBonus();
int nDamage;
// * Roll Touch Attack
int nTouch = TouchAttackRanged(oTarget, TRUE);
if (nTouch > 0)
{
nDamage = ArcaneArcherDamageDoneByBow(nTouch ==2);
if (nDamage > 0)
{
// * GZ: Added correct damage power
effect ePhysical = EffectDamage(nDamage, DAMAGE_TYPE_PIERCING, IPGetDamagePowerConstantFromNumber(nBonus));
effect eMagic = EffectDamage(nBonus, DAMAGE_TYPE_MAGICAL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, ePhysical, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eMagic, oTarget);
}
}
}
void main()
{
object oTarget;
[b] [/b][u][b]int nLevel = GetLevelByclass(class_TYPE_ARCANE_ARCHER, OBJECT_SELF);[/b]
[/u] int i = 0;
float fDist = 0.0;
float fDelay = 0.0;
for (i = 1; i <= nLevel; i++)
{
oTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, i);
if (GetIsObjectValid(oTarget) == TRUE)
{
fDist = GetDistanceBetween(OBJECT_SELF, oTarget);
fDelay = fDist/(3.0 * log(fDist) + 2.0);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, 603));
effect eArrow = EffectVisualEffect(357);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eArrow, oTarget);
DelayCommand(fDelay, DoAttack(oTarget));
}
}
}
Modifié par Alex Warren, 26 août 2011 - 05:56 .
#11
Posté 27 août 2011 - 05:33
This is really embarrassing, Alex, but, if you check your SOU scripts via the NWN Explorer, I swear to you the script has no class_TYPE instances. And then, I checked the HOTU scripts, and there it is! See, I'm not mad! I'M NOT MAD! Thanks for helping!





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