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Mimicing Epic Dodge


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#1
Kurziel

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I'm attempting to mimic epic dodge with a feat that will allow a dex check to avoid all physical damage from one attack per round, but suffer knock down if the check fails.

I have a good idea how I want to do this, but it would be nice to see how they worked it out with Epic Ddoge. I have been unable to find any scripts related to Epic Dodge, has anybody come across anything related to this, or is it hardcoded?

Second thing I'm struggling with, is where should I hook this in? I was initially thinking OnPhysicalAttack, but the Lexicon has conflicting documentation on this.  One line says it triggers if the object takes physical damage, the next line says it triggers if the object is attacked, even if it's not damaged.  Does anybody know which is actually the case?

Thank you for any suggestions or ideas.

#2
painofdungeoneternal

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It's hard coded

Learn how to do things in NWNx is easiest way to do this. It has a steep learning curve, but it's the only way to adjust combat which is realistic.

The SetCombatOverrides being the only option which can come close, but you'd have to lessen what you are trying to accomplish, and do a lot of very complicated backflips to make this work.

The ondamaged event is a possibility, but this is NPC only. There is a way to fake this out but it's not really a good option if this is used all the time, it's more for specialized features ( im using it to create an effect where the target freezes and it just takes a few hit points of damage to shatter them, and it removes itself on the first hit, combining this with a full series of attacks is not a good idea. ). The features you want to use for the player, well they are mostly made for NPC AI and don't actually work when the player takes over running the character.

Combat it pretty much hard coded, and despite NWNx being much harder to learn, it's the only way you can actually touch the root cause of the problem well enough to have a chance. ( or just recruit a decent programmer who can do this for you )

Modifié par painofdungeoneternal, 20 février 2012 - 06:06 .


#3
luna_hawke

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I think there is no way to get rid of the damage if a hit occurs because it happens in the game engine aside from trying what pain said.
About the best you could do is some tricks in the onDamage script and try to give the hp back really quickly from the damage taken if they make the dex check.
But that's probably not a pretty solution.

What were you thinking for doing it?

#4
Kurziel

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Well, I had been thinking, when the feat is used, set a variable on the character (variable indicating whether the Avoid Blow 'mode' is on, off, or already used for the round). Then onphysicalattack, check for the variable, if it's on and not used for the round, make the dex check. At the endofround event check the variable again, switch it back to on, if it was set to already used for the round.

What I wasn't sure of, was whether it was possible to detect the attack before it had been rolled, or before damage had been assigned. But, doesn't sound like that's really possible.

The further I get into the conversion I'm working on, the more it seems I need to delve into NWNX. Which is a bit daunting, mostly because it seems difficult finding enough documentation to get my bearings with it.

#5
luna_hawke

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Ye I'm not sure either Kurziel. If you figure out how to avoid the damage, let me know.
There have been a few things I haven wanted to do that for but could never figure out how.