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Trying to Restrict Weapon/Armor Use


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#1
Kurziel

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I've got a grasp of how to use the 2DA's to change what feats grant proficiency to a weapon or armor, but is there a way to prevent weapon/armor use to a class or race, even if another feat would allow access to it?  I was going to try to mimic the Small feat, but that does not seem to be possible. 

I came across Shayan's Subrace Engine for NWN, which I believe is just for NWN1.  I would imagine the concepts to be similar.

Are there other options?


Thank you for any insights and ideas.


--Kurziel

Modifié par Kurziel, 14 février 2012 - 05:22 .


#2
Shallina

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you can restrict the race in the item propertie.

#3
Shaughn78

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The best way to do this would be to create on equip scripts. Instead of doing the individual scripts you can add to or create a module on equip. It would check for the small stature feat and the armor type and then go from there.



*edit* (a bit more information)

If you open the campaign script from SOZ or MOTB  "k_mod_player_equip" you can look through the script. This is how the designers handled limiting the inventory of Okko, One of Many and Ribsmasher.

If you do write your own script be sure to include the following line at the end. This is needed to fire the individual on equip scripts.
ExecuteScript("x2_mod_def_equ", OBJECT_SELF);

Modifié par Shaughn78, 14 février 2012 - 02:01 .


#4
Lugaid of the Red Stripes

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One thing that bugs me a little about NWN2 is how they handled stature and equippable items like weapons. The way the game renders things, small races like halflings and gnomes are really just regular-sized creatures scaled down by the renderer, with the equipped weapons re-scaled as well. So a long sword doesn't look oversized on a halfling.

Depending on how much work you want to put into it, you could use the on-acquire scripts to replace weapons depending on creature size, and make some weapons unusable. So a halfling picking up a longsword would get a greatsword instead, and a halfling picking up a greatsword sword would get an unusuable item with a greatsword icon. This would require a whole new set of custom item blueprints, doubled for small/medium races.

#5
Shaughn78

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Weapon scaling is done in the appearance.2da. You should be able to scale up the weapons to get the correct look.

#6
M. Rieder

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Shaughn78 wrote...

Weapon scaling is done in the appearance.2da. You should be able to scale up the weapons to get the correct look.


Have you ever made this work?  I tried to do it with giants so their weapons don't look like little garden implements, but I was unable to make any changes. 

#7
Dann-J

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There are lots of columns in appearance.2DA that don't seem to do anything any more. They're probably left-overs from NWN1.

You could look at the kb_comp_spawn script in the official campaigns, which allows you to define custom 'user defined' event scripts for companions (something like kb_[NPCtag]_ud). Then certain companions can use their own custom script to level up, rather than the generic one. The blade golem, Okku and One of Many all have such scripts which allow them to auto-level-up, and remove any feats they shouldn't have (like armour, weapon or shield proficiencies).

If you want to be able to level those races up manually, then Shaughn78's method would work better. The blade golem, Okku and One of Many also rate a mention in k_mod_player_equip, since there are no feats required for wearing boots, capes, etc (which no self-respecting spirit bear would be seen undead in).

I modified k_mod_player_equip to look for a local variable on a companion for my Darfellans, which puts restrictions on how heavy their chest armour can be (since you can't swim well in full-plate). It allows them to have the normal armour proficiency feats, but immediately unequips anything the script forbids with a warning message.

Modifié par DannJ, 14 février 2012 - 09:56 .


#8
Shaughn78

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Shaughn78 wrote...

Weapon scaling is done in the appearance.2da. You should be able to scale up the weapons to get the correct look.


Okay I lied, that doesn't work.

#9
Kurziel

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After reviewing the things, and the world I'm basing by work off of (FASA's old pen and paper rpg, Earthdawn), I think I figured out what I'm going to do. For the most part, anybody can use any weapon, with a hand full of exceptions based on race. The exceptions however, are fairly important.

So, I'm thinking I'll assign weapon proficiency based by race, and not assign any proficiencies by class. classes will instead give feats that improve usuage with categories of weapons, similar to weapon focus, but applied to a group of weapons.