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#26
henesua

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Yes, fire in comparison to other energy types is the most likely to resist.

I wonder how D20 modern style NWN handles "light", "gamma radiation", "x-rays" etc... did they create an additional energy type?

#27
Shadooow

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henesua wrote...

Yes, fire in comparison to other energy types is the most likely to resist.

I wonder how D20 modern style NWN handles "light", "gamma radiation", "x-rays" etc... did they create an additional energy type?

I think that in PnP you are not limited with damage "type" and light, gamma radiation and anything might be a type of damage itself, just say a word. In nwn however we are limited and adding damage types is not possible without NWNX. Anyway fire is definitely off - both spells had unresistable before, giving fire as "real" it sounds would make the spells less powerfull than they were before. So if it should be united, it should be also unresistable - and I think that it should be united my change makes from Sunbeam predecessor. Does anyone know if any standard creature has divine/positive/magical vulnerability? That needs to be taken into consideration, though this will definitely affect PWs where one PW might have undeads generally vulnerable to divine and another one to positive.

Now from another subject. I wanted to include more feats into iprp_feat already In the initial Patch release however I was struggled with multiple custom content doing this already - PRC and Ben Harrison's itemproperties expanded. Both these 2DA has different structure, PRC keeps few lines to user, BH not a single one.

I have thought about new concept that will be friendly for builders: each bonus feat not defined by a nwscript constant would have id of 100+feat id. Thus first would be Called shot at line 106 and so on. Without any feats that has no effect I guess. The script could then look like this:

int nBonusFeat = FEAT_CALLED_SHOT+100;
itemproperty ip = ItempropertyBonusFeat(nBonusFeat);
//sanity check
if(StringToInt(Get2DAString("iprp_feats","FeatIndex",nBonusFeat)) == FEAT_CALLED_SHOT)
{
AddItemProperty(...);
}


Modifié par ShaDoOoW, 19 mai 2012 - 09:32 .


#28
Shadooow

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Neverwinter Nights Community Patch 1.71 beta 5 released:

Reason why I made a major balance change into Sunbeam/Sunburst and monstrous regeneration is written above, I made a big research before decing how to do it and whether do it at all, in the end I chosen to do it as the default implementation didn't make sense.

Still undecided content I would like to hear opinions about:
- remove stolen flag from traps?
- allow empower/maximize metamagic for damage shield spells? They should have it however it could make balance issues.
- add invisible AOEs for custom content from PRC/CEP vfx_persistent.2da?
- add more bonus feats into iprp_feats.2da?

DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)

Fixed broken stuff from previous Patch versions:
- mythallar placeable blueprint set non-static by default (was informed it might cause crashing when static)

Removed features from previous Patch versions
- innate level of Sunbeam spell restored back to 7

New fixes and features
spells.2da
- Sunbeam spell moved onto 7th level for Druid (this change will not break old characters that has sunbeam memorised - such characters, after they log in, simply find their memorised slots empty)
- added visual and other missing values for protection/magic circle against chaos/law spells (they were not added to the subradial neither for standalone use though)
feat.2da
- toolset listing corrected for creature weapon feats and elf weapon proficiency
placeables.2da
- Static flag was set to 1 for almost all placeables from patch 1.69

Creature fixes:
- added missing skin (ooze traits) and blindsight ability to gelatinous cube
- stealth variable fixed on all cobra blueprints from patch 1.69
- mindflayer venerator: removed items from clerical package

Items:
- minor blob acid trap set to stolen by default in order to unite with other traps
- added trap, spell, law, chaos, good and evil subtype into saving throw itemproperty (it's however important to realize that no vanilla spell/ability uses alignment based saving throw so this is useable only with conjuction with custom content)

Placeables:
- removed Static field from almost all blueprints from patch 1.69 in order to use setting from placeables.2da
- the bioware sitting script has been assigned to all placeables appropriate for this action
- Volkarion, Inventory, Invisible object and invisible wall were moved from Miscelanious to Secret objects category in standard palette
- Secret door, secret trapdoor and their invisible origins were moved from Miscelanious interiors to Secret object category in standard palette

Spells and spellabilities:
- Spells removing disease/poisons improved so they can remove also any other effect came from poison/disease like blindness etc.
- Awaken:
 - spell allowed to be recast for new wisdom roll
 - added feedback message in case of target wouldn't be an animal companion
 - Dungeon Master will be able to cast this spell on any animal companion
- Flare - sightless creatures are immune
- Monstrous regeneration duration double to round/level in order to balance with spell Regenerate
- Sunbeam major change:
 - oozes and plants takes full damage as if they were undead (this was already done; repeated for newcomers)
 - damage type and saving throw type changed to positive
 - damage is doubled for light vulnerable creatures (drow, sahuagin)
- Sunburst major change
 - removed second and third save - all effects are now tied with first save
 - added vfx applications into the cases that didn't had them
 - oozes and plants takes full damage as if they were undead
 - damage type and saving throw type changed to positive
 - damage is doubled for light vulnerable creatures (drow, sahuagin)
- Undeath eternal foe:
 - added immunity to fear and paralysis in order to increase usefulness of this spell
- Fear aura will work continuosly at very difficult difficulty
- Epic dragon breath: fixed bug that disallowed to target door and placeables
- Cube Onhit paralysis: "Paralysed!" message won't appear on immmune target anymore
- Hell inferno: damage penalty changed to slashing in order to affect physical damage
- Detect evil (unused spellability) - spellscript changed to check class and in case the spell would be cast from Blackguard class it will work as detect good instead
- spellscript for Magic circle and Protection against Chaos and Law spell implemented

Scripts:
- two new fixes into spellsIsTarget function (aka "target check")
 - fixed rare case when invisible DM was targeted with standard hostile AOE spell
 - PC won't hurt himself in No-PvP areas anymore (was possible at high difficulty settings)
 + also added a feedback message for direct target hostile spells cast on friendly target
- two new functions in x0_i0_spells used by certain spellscripts:
 - spellsIsSightless - return true for sightless creatures -> oozes
 - spellsIsLightVulnerable - return true for light vulnerable creatures -> drow, sahuagin, vampire and anyone with vampire or drow in their subrace field
- MySavingThrow function improved so it does consider immunity to mind_spells as well, if the saving throw is against paralysis
- note for SetBaseAttackBonus function corrected to inform it does work for PC actually (nwscript.nss)
- added new IP_CONST_SAVEVS_* constants for saving throw types to be used within itemproperty functions (nwscript.nss)
- Magic electrifier script further improved:
 - crafted wands cannot be recharged unless variable "ELECTRIFIER_CHARGE_MAX" is set to positive value
 - any item with variable "ELECTRIFIER_CHARGE_MAX" with value below zero cannot be recharged as well
 - builder can specify the cost of each charge (in gp), by setting variable "ELECTRIFIER_CHARGE_COST" with value of single charge cost (1000gp is default)

Client:
- added spell and scroll icons for protection/magic circle agains law/chaos from PRC because those available are rather unfinished and doesn't fit the standard icon design

#29
Shadooow

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Neverwinter Nights Community Patch 1.71 beta 6 released:

DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)

New beta version is released and compiled. I added some AI improvements and would like to hear opinion about them - if they are appreciated I could continue with that path and add a special behavior for smart creatures that will deal with player inside GS effect - they will either ignore it if builder wishes or they will at least try to cast area of effect spells onto PC's feet.

I also added a tilefade feature into placeable trees and tree terrain in castle/rural tileset. Though, the placeable trees are so high that simply removing foliage doesn't really help and might look odd, tilefade in tree terrain works great but only until you higher the trees where the tiles aren't associated properly. Still I thought that for those who play with tilefade feature its still useable. (see here image with the issue) I even fixed some tiles but other tiles can't be fixed easily and require to remodel - which is something I can't do. If there is anyone that could do it, contact me, I can provide files and areas. Same with other tile-based issues screenshoted in my album.

And, I added spell icons from Amethyst Dragon. Reason why is that community patch gets *lowest* priority. If someone uses in their override different set of icons, nothing happens. If he use TAD's icons, nothing also happens (but he can remove them from the override). Only those who doesn't have any icons override will see this - and the majority of players, especially newcomers will appreciate this. Scroll icons not yet included (me and my advisors came to the conculison they don't match default GUI and are contrasting) - that however makes a bit issue as TAD created for some spells new icons from scratch (and they are even better than original), so the image on scroll of horrid wilting doesn't match with image of spell icon. Any suggestions what to do with this?

And lastly, found out that the previous change of Sunbeam spell level to 7 is unfortunately client-side. On no-hak server, client will see sunbeam in 7th level even if server didn't implemented this. Memorise spell will be possible but after rest, spell won't stay in spellbook. More specifically, if there is an empty spellslot in 8th lvl, the spell gets memorised here, but otherwise it won't have any effect. Since this might be very confusing, Im considering to move this change into hak-version only. But on the other side, who would memorise the sunbeam when its still at lvl 8?

Fixed broken stuff from previous Patch versions:
-

Removed features from previous Patch versions
- Aura vs. alignment spell balance removed: yes, the spell doesn't work the way it should (damage shield trigger for any alignment) but chosen approach wasn't really fix anyway

New fixes and features
feat.2da
- Empty body AI category changed to aura (will cause creatures to use this feat ASAP and always)
spells.2da
- shifter's version of Petrify gaze's description changed to "Shifter" in order to allow builder to recognize the version in toolset using F1
des_app_tail.2da
- new 2DA that contains tail model references to the appearance ID, usage: string sTail = Get2DAString("des_app_tail","TailType",nAppearanceType);
itemprops.2da
- allowed cast spell itemproperty to be placed onto containers
- allowed holy avenger itemproperty to be placed onto gloves/bracers
- allowed regeneration itemproperty to be placed onto creature weapon and throwing weapons

Spells:
- Global change to all AOE spells: AOE effects made undispellable (the effects are dependant on AOE presence, they shouldn't be dispelled without dispelling the AOE itself)
- Evard's black tentacles, stinking cloud: added missing caster validity check -> AOE expires when caster is invalid
- Shelgarn's persistent blade: enhancement bonus wasn't calculated properly
- Color spray: sleep "ZZZ" vfx could appear on immune creatures
- Holy sword: holy avenger itemproperty will be correctly extended when recast before expiration
- Deafning clang: onhit deafness itemproperty will be correctly extended when recast before expiration
- PDK: Oath of Wrath - effects made undispellable (Su) as per DnD
- PDK: Heroic shield - effects made undispellable (Ex) as per DnD, added expire visual effect into the AC increase to easier determination when the spell expired
- Lich lyric: feedback changed to floating text
- x0_i0_spells: DoPetrification function won't cause action cancel to the plot/immortal creatures anymore

AI fixes and improvements:
- creatures won't waste control undead or undeath to death spells on living targets
- improved TalentSeeInvisible - creature that has true seeing on skin or as an spell effect won't waste time with casting see invisibility/clairvoyance spells anymore
- improved "heard behavior" - when creature can hear an attacker and do not have any revealing talents, she will try to use at least defensive talents if has any
- added "vanish behavior" - when target vanish to the creature, creature will try to reveal his position using spells or at least use defensive talents if has any
- creatures won't use petrify talents on already petried target

Client side features and fixes
- added colored spell icons generation 2 from The Amethyst Dragon
- different darkness icon that suits default non-transparent gui from Gerder

Tilesets:
Castle/rural exterior: tilefade feature added into tree terrain
tde01_s04_01 - vertical cover polygon color and tilefading fixed, also fixed three horns flickering when opposide tile faded out
tde01_t04_01 - vertical cover polygon color fixed
tin01_z11_01 - missing polygons, flickering and tilefading fixed
tdc01_g20_01 - visibility node fixed
ttf01_b01_01 - tilefading corrected
ttd01_b01_01 - tilefading corrected
ttr01_b09_01 - tilefading corrected
tts01_b09_01 - tilefading corrected

Placeables:

- added tilefade feature into all trees from patch 1.69, also all models were compiled

Description:
- Horrid wilting: descriptor removed
- Implosion: added incorporeal note
- Stone bones: noted it affect only corporeal undeads
- Monstrous regeneration: duration changed to 1round/level to reflect spell balance coming with patch 1.71

#30
Alex Warren

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ShaDoOoW wrote...
Scroll icons not yet included (me and my advisors came to the conculison they don't match default GUI and are contrasting) - that however makes a bit issue as TAD created for some spells new icons from scratch (and they are even better than original), so the image on scroll of horrid wilting doesn't match with image of spell icon. Any suggestions what to do with this?


If I understand correctly - you would like to make new scroll icons that look like the ones from original game, right? I've made some scroll icons for the PRC Pack. Maybe I could help you with this task?

#31
Shadooow

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Alex Warren wrote...

ShaDoOoW wrote...
Scroll icons not yet included (me and my advisors came to the conculison they don't match default GUI and are contrasting) - that however makes a bit issue as TAD created for some spells new icons from scratch (and they are even better than original), so the image on scroll of horrid wilting doesn't match with image of spell icon. Any suggestions what to do with this?


If I understand correctly - you would like to make new scroll icons that look like the ones from original game, right? I've made some scroll icons for the PRC Pack. Maybe I could help you with this task?

Well im open to suggestions, but so far nobody responses so im deciding things by my own will (with taking my friend's opinion into consideration as well). If players who are using this patch will tell me they want TAD's scroll icons, I will include. Personally loves TAD's spell icons, but scrolls hmm well ... not so exciting. Therefore I didn't included them. Dont know about suitable colored alternative - yet the default scrolls icons are not so bad, think they dont have to be colored actually. Problem now is that some spellls has different icons on scroll.

I guess that if you could make a scroll icons that looks like defaults (colors, scroll design) but with TAD's icons images for icons that has custom look, that would be awesome. But thats purely my personal opinion. What do you think Alex?

Modifié par ShaDoOoW, 24 juin 2012 - 10:46 .


#32
Alex Warren

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I think coloured spell/scroll icons look great, but personally I don't use them.
I've made some sample scrolls from TAD's icons:
http://speedy.sh/j2FnM/scrolls.zip

#33
R-TEAM

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Hi,

as i use TAD´s UI enhancement in various places ...
New transparent overall UI
New gesture icons
New abilitys icons
New feats icons
New ingame icons
Nearly all (new weapons (reforged) and new elemetals too) BUT not the scroll icons ...
I think too here is to much color ...
The icons are nice - but for an scroll that is only 2 colors (paper and text) the icons to colored ..
So i left the default scroll icons ...
btw. cant test the newer CommunityPatch versions, as i have an German game ....

Regards
R-TEAM

#34
Shadooow

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Alex Warren wrote...

I think coloured spell/scroll icons look great, but personally I don't use them.
I've made some sample scrolls from TAD's icons:
http://speedy.sh/j2FnM/scrolls.zip

oh
well these are perfect, i will definitely add them (at least until it gets decided whether use scrolls from AD or not definitely)

Btw i was also rather conservative on the icons override, as i tried in past several icons set and never could used to it, but the new icons from AD are really great, easy to get used to becase they mostly have same image just colored. colors are picked very carefully, its not simple recolor and it looks very smooth.

R-TEAM wrote...

btw. cant test the newer CommunityPatch versions, as i have an German game ....

Regards
R-TEAM

yea, i know about that, i cant really make each lang version each release as its very labour intensive, but will try to compile germany version soon. Thanks for icons opinion as well.

Modifié par ShaDoOoW, 24 juin 2012 - 01:24 .


#35
Alex Warren

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I think i've finished - all 'special' spells have 'standard' scroll icons. Let me know if I missed any ;)
http://speedy.sh/wgsjf/scrolls.zip

Modifié par Alex Warren, 24 juin 2012 - 07:49 .


#36
Shadooow

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R-TEAM: i have uploaded german version. DOWNLOAD. this version contains Alex's scroll icons already, yet there isnt dialog.tlk included in the package - the changes to the descriptions must be translated first (its basically only corporeal note in stone bones/implosion).

Anyway. I thought, with this language issues where each language has different files and the patch must be compiled differently for each language. Is it possible to install english 1.69 critical rebuild on non-english version? (I have english) 

If it would, maybe it would be easier to simply tell players they need english version first and then provide them dialog.tlk for desired language. As I looked into the files between versions and only what was different was:
- GUI and credists textures (mostly the texts on image were translated to given language - needless)
- font textures (thats problem, these files are essential - would have to be added into override on english version, it is concer only for certain languages however - think polish only)

Would be probably better for languages that do far doesnt have unofficial 1.69 patch release. At any way - i dont know if the english rebuild on no-english game is possible - need to find out first.

#37
Zwerkules

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ShaDoOoW wrote...

Anyway. I thought, with this language issues where each language has different files and the patch must be compiled differently for each language. Is it possible to install english 1.69 critical rebuild on non-english version? (I have english) 

Would be probably better for languages that do far doesnt have unofficial 1.69 patch release. At any way - i dont know if the english rebuild on no-english game is possible - need to find out first.


I've installed the english 1.69 critical rebuild a long time ago. I've got a german version of the game and if I remember correctly, I renamed the german tlk and replaced it by the english tlk which is available for download somewhere. This way the game believed I had an english version of the game and I could install the patch.
I translated the extra tlk lines from the 1.69 version to german and added them to the german tlks and replaced the english one with them.
I didn't know that someone else did the same and placed the files on the vault:blush:. I've had my own german tlk file for years now.

#38
R-TEAM

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Hi,

i have too long time after 1.69EN was relased installed the english critical rebuild and then used the community german tlk file that was found on the Vault ...
I think one year (around) ago i checked if an new version of the tlk file relased and was surprised that is in the meantime a german critical rebuild was relased on the vault ...

I haved no problems with both of critical rebuilds.
If i remember correct - to install the english over an german version, you musst first overwrite the german 1.68 tlk with an english 1.68 tlk - then its patched flawless - after this i have installed the german comunity relased tlk ... with the full german 1.69 critical rebuild this is obsolute ...

Thanks for the german version ShaDoOoW ;)
Will install it and play with it ;)

Regards
R-TEAM

#39
Shadooow

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I see, so its needed to replace dialog.tlk with english version first, hmm that is not so big issue afterall. So I guess, it would be easier and it would allowed me to make a version for all kinds of languages not just those that has their own unofficial 1.69.

Oh and one word for those that are not using this project on their server. I really dont understand the reason why not use it, when its you who are designing environment not me, anyway I starting to be really annoyed seeing the same old bugs in various PWs I often visit and play them as regular player. Damn, I didnt done all this just for nothing, and seeing bugs like losing battletide bonuses when moving between areas (with VFX as well)... Many used the script that done Rabidness but thats not really true and perfect fix. That solution has still issues - when two characters with circle against same alignment cast from same caster met - the both AOEs will end prematurely.

It really shows the ignorance when I read something like "we decided not to implement unofficial patch 1.70 because all of it is already fixed on our server" on the PW forums.

#40
Shadooow

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Neverwinter Nights Community Patch 1.71 beta 7 released:

DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)

Mainly AI fixes and improvements. Already existing sorcerers and bards might, and very probably will, change their casting behavior and order significally. They should cast more randomly; reason is that sorcerers and bards were very susceptible to casting one spell over and over. This change should fix it unless the creature has only one spell of course. Due to this however, some sorcerers might cast even less efficiently than before - if this doesn't suit you, there is a new feature for builder - setting a variable X2_SPELL_RANDOM to -1 will restore the casting to use "best" available.

Fixed broken stuff from previous Patch versions:
- AI behavior of using invisibility/GS corrected: using GS won't be blocked by the TS/SI, also creatures will be using ii even if just for the concealment effect
- Balagarn's Iron Horn: added special workaround to handle the way this spell is cast by default AI (the AI cast this spell on enemies while its personal range - this wasnt issue pre-1.70 since spellscript didn't handled potions properly, now when it does due to this issue the spell will affect caster if cast by AI)

Removed features from previous Patch versions
- default AOE circle VFX returned for backwards compatibility reasons as players with patch didnt see the aura vfx on servers without patch. (2DA version without circles was moved into patch170.hak)

New fixes and features
soundset.2da
 - fixed gender for two female soundsets
feat.2da
 - Greater spell penetration - added missing successor
 - toolset sort category corrected for various combat feats: dirty fighting, quivering palm, smite, flurry, ranger dual
spells.2da
 - Warcry: fixed Category field so AI will not cast this personal range spell on enemies (which caused issues with new spellscript from this patch)
 - Power Word: Kill: Category removed as this spell is now coded into AI explicitly in order to avoid losing this spell needlessly

Spells and spellabilities:
- Cure wounds spells: the healing domain power doesn't work anymore when the spell is cast from an item
- Lich lyric: cannot be useable under silence effect anymore

Scripts:
- spellsIsTarget: on "Very difficult" difficulty setting, the SPELLTARGET_SELECTIVE_HOSTILE spells will behave as if it was SPELLTARGET_STANDARD_HOSTILE
- DetermineclassToUse: fixed bug that lead into choosing invalid class sometimes (which had impact on AI behavior)
- CountEnemiesAndAllies: won't count dead creatures anymore (which had impact on AI behavior)
- NWScript constant for OBJECT_TYPE_ALL changed to 0 (as per new info on wiki from Whizard)
- NWScript constant for talent categories harmful aoe discriminant and indiscriminant corrected (the values actually matched 2DA but GetCreatureTalent used them reversed)

AI fixes and improvements:
- fix for associates casting spell over and over unable to finish it when their master attacking ranged/melee
- fix for silence/deaf issue that lead bards to endless bard song loop or being stucked
- fix for casting indiscriminant AOE harmful spells where should be discriminant actually
- increased chance that bards will go into normal attack instead of casting spells
- bards and sorcerers will cast more randomly (as if they had X2_SPELL_RANDOM variable set to TRUE, setting the variable X2_SPELL_RANDOM to negative value disables this feature)
- bards with spell failure over 30% won't try to cast spells anymore
- bards will be able to use curse song
- even better Power Word: Kill's spell handling
- fixed reactivating Rage ability in combat
- barbarians will be able to use Rage and Mighty rage
- creatures with death attack or BG's sneak will try to flank too
- creatures won't use flurry of blows with ranged weapon anymore (which resulted in doing nothing)
- creatures won't waste quivering palm on wrong enemies anymore
- creatures won't cast haste on targets hasted already (still doesn't check haste items due to the efficiency constraints)
- equip code fixes and improvements:
 - fixed not equipping ranged weapon when explicitly told to from conversation
 - henchmans won't try to equip unidentified items
 - small creatures won't try to equip tower shield
 - unarmed monks won't try to equip inappropriate melee weapons or shield
 - rangers will be able to dual wield without need for ambidex/2weap fighting
 - creatures with shield equipped won't try to equip other shields from inventory
- few minor efficiency impromevents (only such that doesn't break code look to maintain easier code comparing)

Client side features and fixes

Description:
- Sun domain benefits corrected
- Lance critical multiplier corrected

Modifié par ShaDoOoW, 23 juillet 2012 - 09:45 .


#41
NWN_baba yaga

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Downloaded and thanks:)

#42
Shadooow

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damn, when copypasting my fixes from working module into patch includes I made an error that is causing bards being stucked... apologies should notice that earlier, I fixed this issue and reuploaded the patch into my project - those 3 peoples who downloaded it already should redownload it, its quite major issue

#43
NWN_baba yaga

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Tough I never play or playtest as a bard you never know if others will when playing your module. So thanks again;)

#44
Shadooow

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My players just found out that with CP they can buff their gloves with spells, except keen of course (it doesnt work casting on character, but casting the spell directly on gloves in inventory/ground works). While in the environment of this server they consider it to be great feature, Im not so sure this should work globally. I wasnt meant to work anyway, this is just a unintented effect of the rewritting the GetIsMeleeWeapon function to work with CC to allow buffing CEP weapons for example. Thoughts?

Modifié par ShaDoOoW, 01 août 2012 - 10:44 .


#45
Knight_Shield

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ShaDoOoW wrote...

My players just found out that with CP they can buff their gloves with spells, except keen of course (it doesnt work casting on character, but casting the spell directly on gloves in inventory/ground works). While in the environment of this server they consider it to be great feature, Im not so sure this should work globally. I wasnt meant to work anyway, this is just a unintented effect of the rewritting the GetIsMeleeWeapon function to work with CC to allow buffing CEP weapons for example. Thoughts?



I like the idea of buffing gloves.I like monks.Is there a way to do this for 1.69 CEP2.3?

#46
Shadooow

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Well, Im going to fix this unintented feature in next CP version. Its great feature, but it could change the environment significally as its not possible in vanilla. Neither I will add module switch to make this possible as to do this is easy enough for anyone who would want to do it.

Whats the issue with CEP 2.3? CP is compatible with everything and majority content should be active after installation as CEP doesn't contain spellscripts etc.

Modifié par ShaDoOoW, 05 août 2012 - 05:01 .


#47
Shadooow

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Hey, im currently doing on next and last beta release. Got some new fixes and features. Im however stuck atm on the one feature I want to add which is extended special abilities description.

I would like to add special description for each special ability as many of them shares same descrition that is not accurate and very brief. Anyway its a lot of work for me atm as I do not have so much time anymore, so Im looking for anyone willing to help me with this one. Any takers?

#48
Shadooow

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Neverwinter Nights Community Patch 1.71 beta 8 released:

DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)
(only english version available, builders resources are included)

Finally, took so long but its done. This is last betaversion before final release as proposed. Thus it is last time to point any flaws in design, though it takes at least another month than I create a complete documentation to what I have done within all 1.71 betas. Also, I will need a help integrating the dialog.tlk changes into translations. I would also like to unite all translations to use 1.69 english as a base and all the differences of the foreign version will be integrated in new bif loaded on top of all others. Opinions? Questions?

Fixed broken stuff from previous Patch versions:
- corrected saving throws type in function DoMissileStormSpell at 70_spellfunc include
- fixed bug in Bigby's Clencing Fist which stunned creatures with immunity to paralyse (and not immune to stun) without any saving throw roll
- fixed bug in Dismissal spell that calculated SR/saving throws with wrong target
- fixed bug in Wail of Banshee that checked the inability to hear on wrong target
- added missing spellsIsTarget feature proposed in beta7, yet not actually added due to an oversight
- Aura of vitality range reconsidered and corrected to the short as per description (touch in vanilla, long in previous CP releases)
- fixed toolset error when placing 'Shop 2 1x2' group in City interior 2 tileset
- fixed toolset error when placing 'Round basement 1x1 down' in Caste interior 2 tileset

Removed features from previous Patch versions
- Alchemist fire re-allowed to be thrown at ground (this behavior isn't intented according to the spellscript, yet it should be according to the DnD rules and common sense (was quite weird))
- "secret" Gem placeable blueprints removed because they were present in standard palette already
- Sunbeam & Sunburst damage/saving throw type reconsidered and restored into their default state
- removed Undeath's eternal foe improvement from previous CP beta version
- Stonehold: undocumented change of saving throw subtype restored back to mind spells (the spell should probably have paralysis but that would be significant improvement as there are no vs. paralysis items)
- Ghoul touch: saving throw subtype restored back to negative (this applies only for initial spell not the poisonous cloud)

New fixes and features
baseitems.2da
- torch AC type changed from shield to deflection from balance reasons
- allowed stacking of empty potions and blank scrolls to 10pieces
itempropsdef.2da
itemprops.2da
- several changes related to the wounding itemproperty such as allowing this property to be added on items and selected in toolset
classes.2da
- MaxLevel raised to 60 for most prestige classes to allow add creature more than 40levels via creature wizard
feat.2da
- fixed AI stuck issue with Animate Dead, Summon Undead and Summon Greater Undead feats
- all feats' toolset category corrected and united
iprp_spells.2da
- fixed spell index for "cure critical wounds other" that was linked with standard cure critical wounds and thus allowed to heal self
domains.2da, cls_feat_cler.2da
- fixed client bug with active domains and custom feats in radial menu
spells.2da
- Greater restoration spell school changed to conjuration (as it should be - no impact on gameplay anyway)
- few small corrections into Psionic mind blast spellability
- Psionic charm monster spellability corrected to gaze/cone per spellscript implementation and changed into special ability; that means maily not be be subject of contentration (was spell probably as a result of copy&past from original spell counterpart)
- Golem ranged slam spellability corrected to actually be the special ability; that means maily not be be subject of contentration (was spell probably as a result of copy&past from original spell counterpart)

Tileset fixes:
tid01.set - pathnode corrected for tiles d03_01, f03_01 and b17_01
tni01.set - visibility node for home groups corrected to default (copy of what Zwerkules have done for original City interior)
tic01_z09_01 - tilefading corrected
tni02_z09_01 - tilefading corrected
tti01_c02_01,02,03, c03_01, c04_01,02,03, c06_01, c07_01,02, c18_01, m07_01, m09_01, z02_01, z06_01 - white polygon tilefade issue corrected
tdc01_s13_01, t13_01 - white polygon tilefade issue corrected
tds01_s13_01, t13_01 - white polygon tilefade issue corrected
tcn01_c07_01 - white polygon tilefade issue corrected
ttr01_d07_01 - tilefading corrected
tib01_z01_01 - missing polygon added
ttd01_g05_04 - weird shadow issue (overstretched texture) corrected
ttu01_g15_01, m01_01,02,03,04, m02_01,02,03,04, m04_01 and z11_01 - tilefading corrected
tde01_s05_01, t05_01 - walkmesh corrected
tde01_h05_02, h05_03 - corrected pillar position, added missing polygon
tde01_p13_01, o13_01 - tilefading corrected
+ many tiles' light sources in drow interior, winter rural, rural and desert tileset corrected or, if was missing completely, added (the ammount of files is too large to mention, mostly the light nodes were just misnamed, if they were missing I copied them from similar tiles)

Creature fixes:
- corrected Helmed/Battle horror's spell immunities, these constructs are now immune to the fireball, cone of cold, lightning bolt and magic missile
- spectre polymorph from Undead shape will retain also the benefits of being incorporeal (implemented in x2_inc_switches and x2_s2_gwildshp)
- added the usual undead immunities to the Wrath spider and his alignment also changed to lawful evil (was chaotic good)

Spells and spellabilities:
- Cure critical wounds (others): corrected maximize spell damage, undead are now damaged by positive (was negative)
- Cure wounds spells: empower is doubled in case the caster has also healing domain
- Curse song: bards will no longer be immune to the curse song of others
- Elemental shape, Wild shape, Greater wild shape: all shapes now consider custom content item in left hand as a shield and thus merge it (unless its weapon of course), also implemented two new features to merge bracers/gloves and stack ability bonuses when merging
- Find traps: won't reveal undetectable traps anymore, won't disable undisarmable traps anymore, at DnD rules and higher difficulty setting, the spell no longer disarm traps at all
- Flame arrow: the extra point of damage removed to match description
- Ghoul touch: added immunity workaround to ensure that cloud AOE won't be created on paralysis immune creature and to ensure no roll behavior
- Golem ranged slam: fixed knockdown duration
- Holy water: second signal event removed
- Horizikal's boom: saving throw subtype corrected to sonic as per spell's descriptor
- Stonehold: added special workaround to ensure no roll behavior in case that target is immune to paralysis but not mind spells
- Sound burst: silenced creature also immune to the stun (deaf were already since beta4)
- Summon creature spells: the animal domain power doesn't work anymore when the spell is cast from an item
- War cry: deaf/silenced creatures are not affected anymore (sound descriptor)

Scripts:
- x3_def_mod_enter: fixed bug that changed polymorph appearance when relogging into game
- DoGrenadeSpell (70_inc_spellfunc): impact damage from grenades will be treated as target type SINGLETARGET instead of STANDARDHOSTILE (SINGLETARGET is new target type added in CP 1.70, and its used for spells with direct target and such they can normally affect neutral NPCs)
- spellsIsImmuneToPetrification (x0_i0_spells): added missing Lich appearance
- improvements into item wand crafting
 - the class restriction on wand will match the classes that are normally (domains aren't considered) able to cast the spell + class from which the spell was cast (thats the case of cleric's domain spells)
- nw_c2_gargoyle: original source restored (the one added in expansions were wrong entirely)
- nw_o2_gargoyle: rewritten to use of an AOE for efficiency reasons, also improved the spawn "animation" (the new script will automatically in first heartbeat replace the placeable with no-heartbeat version, credits to henesua for the idea)
- nw_o2_skeleton: rewritten to use of an AOE for efficiency reasons
- nw_o2_zombie: rewritten to use of an AOE for efficiency reasons, also improved the spawn animation
- new module switches (x2_inc_switches):
 - switch adding the Pale Master levels into the caster level calculation
 - switch allowing to cast weapon boost spells on gloves
 - switch to merge bracers or gloves into polymorph (only defensive bonuses counts)
 - switch to stack all ability bonuses from all items merged by polymorph together
- added new spell-related variable 'SPECIAL_ABILITY_CASTER_LEVEL_MODIFIER' (integer/any number) allowing to modify caster level of all special abilities by certain value. This allows to maintain certain variability of the caster level between various special abilities.
- added new spell-related variable 'SPECIAL_ABILITY_DC_MODIFIER' (integer/any number) allowing to modify DC of all special abilities by certain value. This allows to maintain certain variability of the DC between various special abilities.
- added new spell-related variable 'ITEM_CASTER_LEVEL_MODIFIER' (integer/any number) allowing to modify caster level of all spells on item.
- added new spell-related variable 'ITEM_DC_MODIFIER' (integer/any number) allowing to modify DC of all spells on item.
- added new spell-related variable 'SPELL_CASTER_LEVEL_MODIFIER' (integer/any number) allowing to modify caster level of all spells.
- added new spell-related variable 'SPELL_DC_MODIFIER' (integer/any number) allowing to modify DC of all spells.
- added new scripting function GetJournalQuestEntry into the 'nw_i0_plot' include file
- added new scripting function GetSlotByItem into the 'x2_inc_itemprop' include file
- added new scripting function GetIsAbleToHear into the 'x0_i0_spells' include file
 
AI fixes and improvements:
- better ranged weapons handling, ordinary creatures will always try to equip ranged weapon at ranged distance (this further improves the CP fix to allow throwing weapons - with this change creature using throwing weapons will equip new stack after ran out)
- fixed AI stuck issue with Animate Dead, Summon Undead and Summon Greater Undead feats
- creatures will use smite evil, smite good and stunning fist regardless of their "attack" rating (they didn't used these talents against high AC targets at all)

Items:
- (re)implementation of the unused Wounding itemproperty to be the opposite of the Regeneration - however the clients without patch will not be able to see actual value of the draining unless builder apply the 2DA changes to his own haks - the default damage type is magical and this itemproperty won't work without new version of X2 default OnEquip script (x2_mod_def_equ). This itemproperty also works only for player characters.
- added a "PC Widget tool" into standard game resources, the resref of this item is 70_pcwidget and it does allow players to toggle usefull module switches comfortably (the widget works even without tag-based scripting active)

Client:
- a_ba.mdl: fix to maintain NO position or rotation keys for Impact node (OldTimeRadio - http://social.biowar...7236394#7268261)

DIALOG.TLK CHANGES:
- Alchemist fire: coated weapon deals additional +1 bonus
- Cloud of bewilderment: descriptor renamed to poison
- Fire storm: added missing divine descriptor
- Flame strike: added missing divine descriptor
- Geedlee's electric loop: added missing descriptor (mind-affecting)
- Greater restoration: spell school changed to conjuration to match new 2DA settings coming with this patch
- Monstrous regeneration: added missing Druid into casters list
- Tasha's hideous laughter: added missing descriptor (mind-affecting)
- War cry: mind-affecting descriptor replaced by fear

HAK content:
baseitems.2da
- added new misc small, medium, large and thin that stacks up to 10pieces, they have same name in toolset, but the stackable ones are the lower in list

Modifié par ShaDoOoW, 02 décembre 2012 - 09:18 .


#49
Shadooow

Shadooow
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just found out a typo in my main spell include that calculates the new modifier feature wrong for items (the variable is returned from caster instead) - not so serious issue as this feature was created mainly for spells from special abilities which works correcty - with modifier variable you can add +10 to all spells which retain the CL variations between all the spells creature might have, the old override feature didn't allowed this as all spells had same CL value

Modifié par ShaDoOoW, 03 décembre 2012 - 05:00 .


#50
Lazarus Magni

Lazarus Magni
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This is impressive Shadooow, and if you aren't offended by modules/PWs using components of your work (yes we like flexibility, and the ability to fit a customization to our needs), we might use some more of it.

I do have one thing to add here however, if it is in the realm of possibility, and you haven't already done it. Fix NPC turners, and smiters. When an NPC has turn undead, and doesn't have the HD to actually do it (say vs a PC undead shifter, or an epic mummy) it will continue to spam the ability despite the fact that it has no chance in hell of succeeding. Same with smite (if IRC), and NPC with smite evil may attempt to smite a neutral or good character.... , but on failing, it will keep trying.... Heck you could even fix KD..... if the opponent is KD immune, one and done.... the aggressor does not attempt it again.

It's prolly not possible, but if it is, and you pull it off, I would certainly be interested in incorporating it into my mod.

Modifié par Lazarus Magni, 03 décembre 2012 - 07:46 .