Permanent effects – Permanently?
#1
Posté 02 juillet 2012 - 02:02
This is a persistant world and without nwnx.
#2
Posté 02 juillet 2012 - 02:54
If I remove all effects, I then run a function called "RefreshPemanentEffects" which goes through all the flags and applies any effects that need to be reset.
#3
Posté 02 juillet 2012 - 02:58
Ive scripted similar effect - cold vulnerability after levelling RDD and applied the code for reapply inside: spellscript resurrect, spellscript raise dead, OnEnter (using local integer on PC - "EnteredAlready" you can determine that hes entering first time after reset, OnRespawn and OnLevelUp (since my effect is tied with lvl 10RDD) and OnLevelDown (custom scripted event created by hooking all SetXP calls in module (if you want to know how to do it, I ll explain).
Also is a good idea to use the effect creator. Thats placeable in system area with effect like EC_AC which will allow you to determine where does effect on PC comes from if you ever wanted to remove it (which is needed for effects like RDD cold vulnerability). - if you are not familiar with effect creators try search this forum, Ive already described how it works, how to use it etc.
And lastly, without NWNX, you can basically only use dodge. That however might be useless for several characters that using bard song/divine shield/epic mage armor and thus reached +20ac cap. Only way around this is to pick different AC bonus like shield (bwest choice cos there are no default spells granting this ac bonus), and recalculate and reapply this bonus everytime player (un)equip shield.
Modifié par ShaDoOoW, 02 juillet 2012 - 02:59 .
#4
Posté 02 juillet 2012 - 03:01
A dodge bonus using the system henesua suggested is likely the better alternative, but I figured I'd mention this method in case you preferred it.
#5
Posté 02 juillet 2012 - 03:38
oh yea, good point, ac type on skin can be changed, though it important to keep in mind it could alter shifters in regards to touch attacks - touch attacks dont count shield ac for example.Failed.Bard wrote...
With AC it could also be stored as an item property AC bonus on the skin. I believe by default the PC skin uses deflection AC though, so with it not stacking with so many of the AC items and spells, that might not be the best option.
A dodge bonus using the system henesua suggested is likely the better alternative, but I figured I'd mention this method in case you preferred it.
#6
Posté 02 juillet 2012 - 05:12
ShaDoOoW wrote...
oh yea, good point, ac type on skin can be changed, though it important to keep in mind it could alter shifters in regards to touch attacks - touch attacks dont count shield ac for example.
Shifters get their bonus AC as a dodge effect. This bonus was likely intended to be natural (due to the way the polymorph.2da column was labeled) but became dodge for stackability. Thus, converting merged AC to a natural type shouldn't be problematic, as much of their AC was already supposed to be natural anyway.
#7
Posté 02 juillet 2012 - 06:08
Yet any AC on items are merged on skin which gets converted to deflection, changing the ac type to shield could make shifter characters more vulnerable to touch attacks.WhiZard wrote...
ShaDoOoW wrote...
oh yea, good point, ac type on skin can be changed, though it important to keep in mind it could alter shifters in regards to touch attacks - touch attacks dont count shield ac for example.
Shifters get their bonus AC as a dodge effect. This bonus was likely intended to be natural (due to the way the polymorph.2da column was labeled) but became dodge for stackability. Thus, converting merged AC to a natural type shouldn't be problematic, as much of their AC was already supposed to be natural anyway.
#8
Posté 02 juillet 2012 - 07:51
#9
Posté 02 juillet 2012 - 08:11
Mostly, if the effect was supernatural and permanent. You could have something as dispell everything triggers though.Buddywarrior wrote...
So in a PW, the only two ways to lose the effects would be during death and server restart? ((BTW, as always thank you all for the assistance and advice)).





Retour en haut







