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How do I use Slynderdales turn Undead script in the OCs


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#1
sapientCrow

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As the title states...
How do I go about using Slynderdale's impriving turning/rebuke script with the origimal campaigns.
Link to code: nwvault.ign.com/View.php
I find 3 different turn undead scripts respectively in script, scripts_x1 and scripts_x2.

Would I simply just copy paste the script into a .nss file then name it NW_S2_TurnDead and compile it and put it in override for it to work?

thanks for the help.

#2
Morbane

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that sounds like one approach - but to be honest - without looking at it - it may rely on those stock scripts...

also - the script would hace to be recompiled before the game could use it - the game needs the .ncs version to run - not the nss - that is just for builders...

Modifié par Morbane, 14 novembre 2013 - 02:46 .


#3
sapientCrow

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The problem is I can not figure out the whole 3 separate scripts things. I am guessing that each one is an iteration for the different expansions. When I compare the improved turning script next to those they are very different.

#4
Morbane

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hey man - from what i can tell it is just one script - with multiple functions in it.

if you just copy paste everything in the little window into a nss with the name he gave it at the very top, in the toolset and compile it - copy both the nss and the ncs into your override -you should get what the script is meant to do - provided it works like it says -

to get it into the toolset - in case you done know:

open toolset
file/new/module
script window - r-click - new script (script opens then)
paste your code
hit compile
file/save as directory/ name of your choice
close toolset

open the module folder copy the nss and ncs
paste into the override
test
enjoy

#5
Morbane

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oh ya - maybe name it according to the nwn2 turn script naming convention - hey - maybe theyre the same!!?

maybe the date of the most recent NWN2 turn script is the one to change - there are peeps who know this i just dont usually mess with stock scripts unless i am trying to learn something - rather than rewriting them...

Modifié par Morbane, 14 novembre 2013 - 07:57 .


#6
Morbane

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so - lol - use the newest name from the NWN2 Data folder for your modded scroipt - then use the spell in the OC - if it works it will work for all expacs -since i am pretty sure the revolutions of each expac are intended to improve the entire trilogy

Modifié par Morbane, 14 novembre 2013 - 08:00 .


#7
kevL

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hey guys,

the name of the Turn Undead spellscript is nw_s2_turndead

one of those in Override bakes the cake. sapient, thanks for pointing to Slynderdale's version; find mine at the Vault but it's much less complicated. When i get back to NwN2 (.. xcom:ufo ..) I intend to take a closer look at merging them, but for now it might help you understand what's going on. The feat in Feat.2da calls the spellscript from Spells.2da ... which fires off the effects via 'nw_s2_turndead'


Ps. the scripts/x1/x2 are as Morbane implies just expansion editions. Typically start with the x2=SoZ script(s)

#8
sapientCrow

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thanks. I like your added overhead alert system and some of the other tweaks. I also like Slynderdale's knockdown and of course a a bunch of the other complex stuff. I hated how when I turned undead and if they were still in melee range they would continue to hit me until I moved out much like invisibility. Look forward to a combination of them if that comes to pass in the future.
xcom haha another blast from the past

thanks for the help Morbane I appreciate it.

#9
sapientCrow

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I never got slynderdales to work but I am using your KevL.
I wanted to tweak some things in there but I can not find the includes cmi_*
Without them I can not compile. Can I remove the includes?

#10
kevL

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//comment lines

107: int nMoRLevel = GetLevelByClass(CLASS_MASTER_RADIANCE);
109: int nShadStalkerLevel = GetLevelByClass(CLASS_SHADOWBANE_STALKER);
110: int nCotSFLevel = GetLevelByClass(CLASS_CHAMP_SILVER_FLAME);
111: int nEldDiscLevel = GetLevelByClass(CLASS_ELDRITCH_DISCIPLE);

also
137 - 141, 149 - 153, 155 - 159, 161 - 165

and ofc the two cmi_* #includes at the top.


Those handle classes from Kaedrin's PrC pack -- hm, i notice that the AlternateTurn rules were already removed, ( heheh ;). My version here should be the same as yours, i downloaded it from the vault but if things are different let me know

#11
sapientCrow

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I found the includes from version 1.40 for Kaedrins.
I removed the lines as you posted and I get an error bad variable name
x0_i0_equip.nss(63)
Can i just use the 1.40 includes and leave the code as is?

#12
kevL

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his class constants are defined in "cmi_includes" ; as long as those four classes are in 1.40 it should be fine.

But you still might have to figure out what's going on with 'x0_i0_equip'

#13
sapientCrow

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well I closed the toolset and then re-opened it and recompiled it again the same as I did before and it worked. more randomness I cant figure out. I sure wish some of these issues made logical sense.
so based on what I commented the only thing your power turn code was referencing was the turn undead levels for those 4 classes correct?
thanks for the help

#14
kevL

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yeh no problem,

it's sort of a blast from the past for me

#15
sapientCrow

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yah there is not many games like this today for sure.

I am finding MoTB way better than the OC because of the depth of the companions and the story in general.

Modifié par sapientCrow, 17 novembre 2013 - 08:23 .


#16
sapientCrow

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another question I have about your power turn:
I have a Doomguide 10, Cleric 6, Paladin 10 with the sun domain and improved turning and a 36 cha
my max turn with that character is 26
However my Dove Cleric level 23 with no domain or improved turning but with a lore 24 and 24 cha her max gets up to 28
I am pretty much lost on when the different bonuses get calculated?
I figured with improved and the high cha and the sun domain I would easily be out turning the cleric who has less than half the cha modifier and no domain bonus no improved turning and just has the lore bonus.

#17
kevL

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what your Doomguide is up against, is the arbitrary nTurnCheck table, which caps at 22. It should be expanded, in increments of 3, to "nTurnLevel += 8". That'd let the Doomguide take advantage of the (computed) fact his nTurnCheck can go up to 34, whereas Dove's only goes up to 25.

other things to note: the Paladin levels take a -3 level hit; Kaelyn's lore gives +2; and you'll find DC and damage of the Doomguide are better.


/hth ( i really should rewrite those varnames )

#18
kevL

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I never liked that table..

it should be replaced with:


nTurnLevel += (nTurnCheck + 2) / 3 - 6;

(including the "nTurnLevel -= 2" at the bottom)

if you get the drift, ints always round down

#19
sapientCrow

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the Doomguide's max roll for a check can be d20+13+d6-2 using your power turn or is that incorrect.
After sleeping on it I realized that my issue was simply the table and i was over thinking it.
That formula above for nTurnLevel you do instead of Cleric's Level +- as per the table right?
Then the subtraction of 2?

I agree the table is outdated especially for epic level characters and prestige classes.
The other thing I can not seem to understand is that my lowest roll with the Doom, Pal, Cleric is 1+13+1-2 unless I am confused again. Out of my 28 Turns I roll I rarely see a maxHD below 26 meaning it rarely rolls below 22.for the check. Unless again I am confused I should be seeing a range from 23 - 26 on my maxHD. Am I missing something else as far as bonuses given to a turn check roll? It seems like bumping Charisma anymore is pointless as the rolls are not spitting out anywhere near the lowest values.

#20
kevL

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k let's try and break things down here.

nClassLevel, basically the addition of relevant character classes, determines damage and ability to outright destroy undead. Gets a bonus from Improved Turning.

nTurnLevel, follows nClassLevel for a while, then diverges because of Lore and the nTurnCheck table. Determines the maxLevel of an undead that can be affected. Gets a bonus from Improved Turning and from Lore/10.

nTurnCheck, a sort of weight or bias that affects nTurnLevel, based on d20 - 2, plus the Charisma modifier as well as Sun Domain.

nTurnHD, this is the maximum total levels of undead that can be affected, an algorithm with nTurnLevel as a parameter. Further increased by Sun Domain (which is a bit redundant), as well as Charisma modifier and nTurnLevel (which is a bit circular). Empower Turning adds in here.

nDC, is nTurnLevel + Charisma modifier + 10.

nDamage, d4(nClassLevel - 2). no benefit from Lore, Sun Domain, or anything else (This is purposely kept low because the stock Turn Undead doesn't even do damage.) Divine damage(save for 1/2); later in the script this becomes d3(nClassLevel) for Magical damage(no save).

nHDCount, how many hitdie of undead have been affected so far, a running tally as the spell executes.

bValid, a flag that marks a hostile in the AoE as affected by Turn Undead. Types other than undead can be affected, like constructs.



Now let's plug in some numbers.

.. I have a Doomguide 10, Cleric 6, Paladin 10 with the sun domain and improved turning and a 36 cha
my max turn with that character is 26


nClassLevel = 24
nTurnLevel = 24 + turnCheck_modifier

nTurnCheck = d20 - 2 = -1 to 18
w/ Sun = 0 to 24
+Cha_mod = 13 to 37

turnCheck_modifier = 1 to 4 // <- this is the cap that shouldn't be here

nTurnLevel - 2 = 23 to 26

etc.


.. However my Dove Cleric level 23 with no domain or improved turning but with a lore 24 and 24 cha her max gets up to 28


nClassLevel = 23
nTurnLevel + Lore = 25 + turnCheck_modifier

nTurnCheck = -1 to 18
+Cha_mod = 6 to 25

turnCheck_modifier = -2 to 4

nTurnLevel - 2 = 21 to 27



disclaimer: Those are rough results and i often make mistakes on calc's like this.

sapientCrow wrote...

the Doomguide's max roll for a check can be d20+13+d6-2 using your power turn or is that incorrect.

looks right. But that's merely the turnCheck, which in this whack system is merely another modifier for turnLevel, the latter is what actually prints to screen.

After sleeping on it I realized that my issue was simply the table and i was over thinking it.
That formula above for nTurnLevel you do instead of Cleric's Level +- as per the table right?
Then the subtraction of 2?

yes. (do the math and they ought compute identically) ( but without the cap )

I agree the table is outdated especially for epic level characters and prestige classes.
The other thing I can not seem to understand is that my lowest roll with the Doom, Pal, Cleric is 1+13+1-2 unless I am confused again. Out of my 28 Turns I roll I rarely see a maxHD below 26 meaning it rarely rolls below 22.for the check. Unless again I am confused I should be seeing a range from 23 - 26 on my maxHD. Am I missing something else as far as bonuses given to a turn check roll? It seems like bumping Charisma anymore is pointless as the rolls are not spitting out anywhere near the lowest values.


nTurnLevel is the maximum HD of a single creature affected.
nTurnHD is the maximum total HD of all creatures affected.

just clarifying that. Bumping Charisma without changing the table is partly pointless, although it should still increase your nTurnHD (total levels affected)


[edit]fixed up some math :\\

Modifié par kevL, 19 novembre 2013 - 06:09 .


#21
kevL

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Out of my 28 Turns I roll I rarely see a maxHD below 26 meaning it rarely rolls below 22.for the check. Unless again I am confused I should be seeing a range from 23 - 26 on my maxHD


that's unfortunately correct. .. change the table

you should be getting 23 to 26 with the current table....

Modifié par kevL, 19 novembre 2013 - 04:59 .


#22
sapientCrow

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thanks for breaking that down like that for me. that helps a lot.

so there is no additional weight when rolling with a high charisma for the turn check?
I just find the fact that I roll the maxHD more than half the time strange. I guess somehow the d20 and d6 together make for an even greater chance in favor of rolling the max or should I say rolling a 22 or greater.

I think I will just add another 1 or 2 returns to the table above 22

#23
kevL

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>so there is no additional weight when rolling with a high charisma for the turn check?

it doesn't look like it. It looks like Charisma affects nTurnLevel only through the turnCheck table.


>I just find the fact that I roll the maxHD more than half the time strange. I guess somehow the d20 and d6 together make for an even greater chance in favor of rolling the max or should I say rolling a 22 or greater.

It shouldn't; it should be simply d6 and d20. Note though that if you're doing tests by reloading from the same save, that the RNG won't be random, but seeded to produce the same result each time. There also could be a bug somewhere but i didn't notice it

#24
sapientCrow

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I went in and added more to the table. I am thinking perhaps about adding a feat called epic turning that will use these additional table entries.

They are only useful to those with very high charisma though.
Strangely after adding 2 additional to the table my rolls vary quite a lot more.
I add a +4 from 22 to 28 and a +5 from 29 to 38 with a 6 if the roll is 39 or higher.
I have poured every single extra stat point into my cha and it was very disappointing that it really only added more turns and increased the amount to turn. neither of which are really necessary. I have yet to see more than 40 undead at once and I have yet to use my turn over 15 times without resting.

#25
kevL

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> I add a +4 from 22 to 28 and a +5 from 29 to 38 with a 6 if the roll is 39 or higher. <

cool :)