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Sneak Attack?


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11 réponses à ce sujet

#1
Thiudareiks

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Hello Everyone! Since I am a big fan of D&D games and roge-type characters, I always hated the fact that sneak attacks on NWN are only "half-reliable", meaning they are great agains those who are susceptible to them and a total fail agains those immune to sneak attacks. What I want is simple, but yet pretty hard to come by, impossible I might say, I wanted to change this radical problem sneaky classes seem to have so I searched for a mod or a script or some modified feat to remove or decrease the immunity some creatures have agains sneak attacks (or should I say agains crits?). Something similar to what "Epic precission" is in NWN2 ... but no results, I couldn't find a single mod that does that. I just love to play nwn as a (almost) pure rogue, but with so many immune to crits/sneak-attacks, the game tells me I should multiclass and that is kind of sad. Basically I wanted an "epic precission" feat for NWN1, taken not in epic levels preferably, but early on. I know this is an old game and this is probably hardcoded work and not many people
are playing or modding it anymore, but if there is someone out there than can
help me with something for this matter, I would greatly appreciate it.

#2
ShadowM

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The best way I can think of doing this is through the on hit event subsystem that I created for my HR base module. I'm busy with doing custom familiars and animal companions, but this is something I will be looking into next for the reason you mentioned and some others relating to Improved Uncanny Dodge feat.

#3
WhiZard

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One problem is that the damage to be dealt is calculated immediately before the OnPhysicalAttacked event. Thus if you add a physical damage increase effect, you would need to do it before you have the information to know whether or not it was a sneak attack. If you apply a separate damage effect it would be reduced by any damage reduction causing the DR to factor in more than it should. Therefore this situation is a no fix for SP, and a third party utility would be needed (if possible) to change the damage before it is applied.

#4
Thiudareiks

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Thanks for the response guys, even though I am not into programming, I think I understand you perfectly WhiZard, but still if you guys could pull this off somehow ... wow it will most definitely mean a lot for sneak lovers!

#5
Shadooow

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ShadowM wrote...

The best way I can think of doing this is through the on hit event subsystem that I created for my HR base module. I'm busy with doing custom familiars and animal companions, but this is something I will be looking into next for the reason you mentioned and some others relating to Improved Uncanny Dodge feat.

i created a nwnx plugin that enables DnD improved uncanny dodge

aka i can via nwnx control which sneak will be sneak attack, however i wasnt able to enable sneak attack on sneak*´/critic immune, but its possible i just didnt needed it

#6
ShadowM

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cool, my project is not using nwnx but my personal version does. You have it on the vault? work with other nwnx plug like func and cool?

#7
Shadooow

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ShadowM wrote...

cool, my project is not using nwnx but my personal version does. You have it on the vault? work with other nwnx plug like func and cool?

its a personal modified version of nwnx_cool which is not in the state to public it, yet I gave it to the Terra777 like a half year ago so she could take some of my changes into a new cool version, but that doesnt happened.

I can share my version but the code inside is ugly contains many abadoned hooks and is generally unstable. Im not really able to polish it into a generic version, neither to detach my changes into new plugin (tried and failed so far). But if someone can do that, I will be happy to see that.

will public my code on nwnx forum later, its been few months i havent touch it so i actually forgot whats all in there and how to set it up etc.

EDIT: posted on nwnx forum

Modifié par ShaDoOoW, 05 juillet 2013 - 05:39 .


#8
Thiudareiks

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BTW guys, are there any mods for xp penalty when it comes to summons or animal companions? I was looking for something to remove such penalty because I have a different view for exp when it comes to a party. So to put it short here is how I see things: summons are nothing but spells, animal companions or familiars are nothing but feats or spell like abilities, they are not henchmen, they are abilities of rangers or spell caster, just like the fighter gets weapon specialization and an incredible amount of feats. But I do agree with xp penalty for party members or "hired blades" since they are partners basically and independent people.

#9
ShadowM

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There are plenty of systems out there that do that. HR base just open hr_defaults script and find REALFAM and change the number after it to 0. There you go.

#10
Thiudareiks

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I looked for the hr_defaults, but all I could find was hc_defaults and REALFAM seems to modify a pet's heal property during conversation a in here. Your mod looks great btw, it's the first time I use it and it's HR_Base_9_25A.

#11
ShadowM

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I think I just did not update the note, did you test it within the mod with a wizard? I'm unlocking familiars and animal companions so you can change them in the toolset / tlk file. It will for sure work that way in the next update. If you want to mess with the script and/or not use my system the script for familiar death is nw_ch_ac7

Modifié par ShadowM, 09 juillet 2013 - 01:55 .


#12
Thiudareiks

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Oh, I tested it with a ranger I play, it was for him I needed the pet mod. I play a ranger until the sneak attack problem can be solved somehow, cheers!