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Instant Feats?


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15 réponses à ce sujet

#1
Vermain

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I've been messing around with instant feats a little, and they seem to work contrary to the description (although I may just be misunderstanding the description). Should they interrupt the action queue at all? My understanding was that they bypassed it completely, but in my testing, they clear the action queue as though I had just moved around. I am doing something wrong, or is this intended?

Modifié par Vermain, 15 mai 2012 - 01:35 .


#2
MasterChanger

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As far as I know they do bypass the action queue. If they clear the queue, I suspect part of the impact script itself is causing the queue to be cleared.

I've used instant feats to do things like grant an additional special attack during a round of attacks and it hasn't seemed to interrupt those attacks.

#3
Vermain

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Would you mind posting your script for comparison purposes? I pared my down to a simple floating text bit and it was still giving me grief.

#4
Vermain

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Sorry to bump, but this is still driving me batty. The basic test script I have right now is:

#include "NW_I0_SPELLS"    
#include "x2_inc_spellhook"
#include "nwn2_inc_spells"

void main()
{

    //Declare variables.
    object oCaster = OBJECT_SELF;
    effect eEffect2 = EffectMovementSpeedIncrease (50);
    float fDur2 = 6.0;

   //Apply effect! 
    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect2, oCaster, fDur2);

  }

I have this feat declared as instant in feat.2da, set to Active, and no conjuration/casting time or etc. in spells.2da. When I fire it in game, it stops my character's movement and wipes the action queue. My questions, I guess, are:

1) Does applying effects somehow interrupt the action queue? 
2) Are there any parameters in feat.2da or spells.2da that I need to jigger with in addition to the Instant parameter in order to make this bypass the action queue?

Modifié par Vermain, 17 mai 2012 - 08:56 .


#5
Morbane

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I think the pause is hardcoded - likely to allow the Feat to have an activation animation (via Spells.2da)

Also test your Feat in combat - movement might be handled differently - check it against melee actions...

Modifié par Morbane, 17 mai 2012 - 09:25 .


#6
kevL

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funny thing is ..

Kaedrin's feat for Child of Night, Dancing Shadows, is instant
it didn't interrupt my actionQueue when cast amidst a buffing routine ..

feat #3591
spellID #2031

impactscript "cmi_s2_dnceshadow"


_  _
  O

Modifié par kevL, 17 mai 2012 - 09:27 .


#7
MasterChanger

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I just tested out my shield bash script again (it's been a long time since I looked at it). It's hard to tell without testing it for a while, but it does not appear that the action queue gets wiped of attacks at least. The rest of the attacks in the round do not animate, but they still seem to happen. Attacks in subsequent rounds seem to appear as usual.

Your problem has me a bit stumped. The Instant column and the Cast/ConjTime would be my first guess of where to look, but you've done that. By any chance, is there anything in your Cast/Conj Visuals columns? My VFX for instant feats are all within the scripts themselves, not in the 2da. I don't know if this would make any difference, but worth checking.

The real expert when it comes to all this, of course, would be Kaedrin himself. I'd send him a PM on his site or an email if you are really stumped. He's very busy though, so I don't know if he'll have time to respond.

#8
painofdungeoneternal

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Master changer, swap out his script he has provided and put it in place of the script file for your shield bash script, see if that affects it since you've verified yours does not have this issue. If it recreates the issue it's in the script or the effects being applied, if not it has to do with the 2da he's using and we should take a look at that.

I'd probably see if you can remove those includes as well if it does turn out to be the script, they shouldn't affect anything but you never know, and i don't think they are needed.

#9
Vermain

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kevL wrote...

funny thing is ..

Kaedrin's feat for Child of Night, Dancing Shadows, is instant
it didn't interrupt my actionQueue when cast amidst a buffing routine ..

feat #3591
spellID #2031

impactscript "cmi_s2_dnceshadow"


Thanks for mentioning this! I did some jiggery-pokery with Kaedrin's and it looks like instant feats aren't exactly instant? Or they just work really weird, or my NWN2 is horribly broken, or something.

From what I tested, it seemed as though the instant feat added in an invisible action to the queue. If I activated Dancing Shadows at the right time (usually about a second into the cast) while casting a buff like Improved Mage Armor, the cast time was lengthened by a short amount (about a second or so). It didn't interrupt the actual cast itself, just lengthened the time it took to cast. It still cleared the action queue of movement and the Attack command.

Does anyone else have a similar experience? I might just be misunderstanding what "instant" means in the context of the action queue and expecting something different. My anticipation was that it would clear the action queue entirely and not interact with it at all, but that doesn't seem to be the case.

#10
kevL

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bizarre, additionally i noticed:

1) when running, character stopped in its tracks to cast instant
2) when cast in the middle of another spell (doing buffs)
  a. if cast before spell actually goes off, the instant feat is applied but does not count toward total uses/day
  b. if cast after a spell goes off but before end of round, the feat is not applied and it *does* count against uses/day


can you say 'exploit' ;)

#11
Vermain

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kevL wrote...

bizarre, additionally i noticed:

1) when running, character stopped in its tracks to cast instant
2) when cast in the middle of another spell (doing buffs)
  a. if cast before spell actually goes off, the instant feat is applied but does not count toward total uses/day
  b. if cast after a spell goes off but before end of round, the feat is not applied and it *does* count against uses/day


can you say 'exploit' ;)


Hmm! Seems I'm not the only one with instant feat issues.

Does this mean that truly "instant" actions are untenable, or is there some other way to do them properly?

#12
kevL

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donno, guys like pain & MC have played with feats & spells more than i have

but didn't drammel create the Tome of Battle as a largely independent gui system, perhaps to get around some of these seemingly hard-coded issues ..


?

#13
MasterChanger

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kevL wrote...

donno, guys like pain & MC have played with feats & spells more than i have

but didn't drammel create the Tome of Battle as a largely independent gui system, perhaps to get around some of these seemingly hard-coded issues ..


?


I've played around with the ToB quite a bit. While there's a lot it offers, it doesn't have feats that are any more "instant" than what we've been discussing.

A while back I found some documentation in the ToB for what Drammel called "swift" feats (a DnD concept). When I asked him about those, he said it was something he played around with because Instant feats were not yet available at the time. It wasn't something that went anywhere.

That was something that came up (on the old forums) when I asked whether it was possible to have close-range Instant feats that could be started from a distance (i.e. whether an Instant feat could make the user run towards the target). Turns out it isn't--a melee Instant feat needs to check whether you are in range.

#14
kevL

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well i'm thinking what if a guy created a custom Gui with a row of icons and made those draggable to the hotbar, and instead of casting a spell they simply apply a script .......

#15
Vermain

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kevL wrote...

well i'm thinking what if a guy created a custom Gui with a row of icons and made those draggable to the hotbar, and instead of casting a spell they simply apply a script .......


I was thinking of much the same thing. Is it possible to actually make custom GUI buttons that can work on the hotbar?

#16
painofdungeoneternal

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no, you can make totally new buttons though. ( i have 6 of them on the right side of the hotbar, and you can dynamically change what they do as well via local:0 type vars and adjust the icon )