Immunity to disarm?
#1
Posté 26 mai 2013 - 02:49
#2
Posté 26 mai 2013 - 09:08
#3
Posté 27 mai 2013 - 02:31
#4
Posté 27 mai 2013 - 04:25
Another question that arises is that does unequip actually fire when you have a cursed item equipped and you try to un-equip it? Because isn't that what cursed does: prevent you from un-equipping. If this were the actual case removing the cursed status on unequip would be irrelevant.
You could do it through a conversation though that would be tedious. An interesting sideline would be to have a cursed sword that could still be unequipped by specific class, or stat, or other condition using the conversation element.
#5
Posté 27 mai 2013 - 04:34
ffbj wrote...
He is saying onequip set it as cursed so that it can't be unequipped, normally. Howsoever, by removing the cursed flag on unequip, would that not be tantamount to allowing the weapon to be disarmed? In essence since disarming the weapon would cause unequip to fire, or would it not?
Another question that arises is that does unequip actually fire when you have a cursed item equipped and you try to un-equip it? Because isn't that what cursed does: prevent you from un-equipping. If this were the actual case removing the cursed status on unequip would be irrelevant.
You could do it through a conversation though that would be tedious. An interesting sideline would be to have a cursed sword that could still be unequipped by specific class, or stat, or other condition using the conversation element.
The item will not unequip on a disarm when the cursed flag is set. Removing the flag is done so you can sell it or drop it. But every time you equip it, the flag is set so that it will not unequip or drop when a disarm is attempted (the feedback for this is a "failed" disarm attempt).
The cursed flag does not prevent normal unequipping. It prevents any loss from an inventory even if you are transfering from one inventory to another. So when the player unequps the item, he is free to drop and sell it, but when he equips it, it cannot be sold, dropped, disarmed, etc.
#6
Posté 27 mai 2013 - 11:39
#7
Posté 28 mai 2013 - 06:36
#8
Posté 29 mai 2013 - 09:36
Additionally if all you have to do is unequip a cursed item and then sell it, it seems sort of pointless. I never really looked at cursed items and how they work.
#9
Posté 29 mai 2013 - 10:08
#10
Posté 30 mai 2013 - 02:29
WhiZard wrote...
He is looking at a means of "socketing" a disarm immune property on an item, typically this applies to weapons. A global disabling of the feat does not seem to be what the OP has in mind. The equip and unequip player events are already there, so I don't see how the plugin would be more efficient through rescripting the feat usage.
Basically you would code a feat use check in nwnx_cool, for disarm, when a monster disarms, check for a local integer on the PC (for optimization apply it when the PC uses the socket), then when the monster uses the feat, it will be supressed, because the PC is immune to disarm...
However, making the item read "Immunity To Disarm", now that would be another subject entirely different...
It's far easier to set an integer on the PC and just use the gem on the PC instead of "an item", to give the PC immunity to disarm... I'd just send them a message, "You are now permanently immune to disarm", but that's the way I roll things... (I'm shying away from item properties and moving towards permanent abilities/special abilities/powers on PCs, that way the PC cannot transfer the item.)
To me it kind of takes away module re-play value when you can xfer all of your gear to a new toon...
Modifié par _Guile, 30 mai 2013 - 02:31 .
#11
Posté 30 mai 2013 - 02:49
_Guile wrote...
However, making the item read "Immunity To Disarm", now that would be another subject entirely different...
But that is exactly what the OP requested. It is far more efficient to make use of the already hard-coded check for the curse flag (which causes the return of "failed") than to rescript the disarm usage, as I had said before. I understand that you prefer innate immunties for players, but what the OP asked for isn't that hard to accomodate.
ShadowM is right on with describing what I suggested. Add a property on the item, an addition to the item description, or a variable (if you have fixed the dye and craft weapon copying scripts so they will copy variables) and set the curse flag if the weapon is already equipped. Then for the equip and unequip events script the adding and removing of the curse flag if the disarm-immune indicator is detected, and the majority of the script overhead is on events that take place outside of combat.
Modifié par WhiZard, 30 mai 2013 - 02:53 .
#12
Posté 30 mai 2013 - 04:49
As far as 'role play', the idea of using a weapon chain, tie or arm replacement (ala the bad guy from Bruce Lee's Enter the Dragon. It sounded like a reasonable request, so I'm obliging.
Thanks again!
#13
Posté 30 mai 2013 - 09:00
Buddywarrior wrote...
Thanks for the discussion guys. I used the curse flag as WhiZard suggested and it looks like it should be working fine. I don't have a description on the weapon itself, but other than that all looks to be working just fine.
As far as 'role play', the idea of using a weapon chain, tie or arm replacement (ala the bad guy from Bruce Lee's Enter the Dragon. It sounded like a reasonable request, so I'm obliging.
Thanks again!
Cool...
I'd highly suggest you check out nwnx_cool , it's definitely worth your time mate, the customization that is possible with that nwnx2 plugin is really powerful! (as in your ability to modify a lot of the core game "events" / feats / skills)
Modifié par _Guile, 04 juin 2013 - 06:21 .
#14
Posté 05 juin 2013 - 04:59
I think my confuson resulted from thinking in terms of curses being bad but in this case the cursed flag acutually results in a benefit. Snared by tautology.
Modifié par ffbj, 05 juin 2013 - 05:02 .
#15
Posté 05 juin 2013 - 09:26
#16
Posté 06 juin 2013 - 03:06
Buddywarrior wrote...
ashamed to say that I've never tried nwnx.
It's extremely amazing, hope I can finish this nwnx_cool demo module for the community, then you will be able ot test it out, maybe I can turn it out to be something great. I'm working on integrating my chat commands into it. Been on it for over 2 weeks now. :/





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