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How to merge Druid/Shifter equips when using Polymorph?


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#1
WhiteTiger

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How to merge Druid/Shifter equips when using Polymorph?



#2
MagicalMaster

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Did you look at the default code which already merges some equipment to some degree?  Do you have an issue with the default method?


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#3
Shadooow

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IIRC i helped you to setup all polymorphs to merge all three categories and you use CPP which has a module switch to merge arms as well

 

so what exactly you want to merge and into what polymorph?


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#4
Lazarus Magni

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It's a 2da Edit I believe. Can be completely serverside, no need for the players to have it. You just need to change which forms merge what. There are a couple 2da editors out there. Just duckduckgo it.


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#5
WhiteTiger

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Shadooow says:

so what exactly you want to merge and into what polymorph? 

 

I'd like to merge the AC and all atributes from inventory for all druid/shifter shapes. Also to merge the inventory of the polymorph WEREWOLF. 

 

I did this changes in 2da but no effect. Druid Brown Bear Shape changes for example:

 

21    POLYMORPH_TYPE_BROWN_BEAR              13               8            148          po_BearBrwn     NW_IT_CREWPSP026   NW_IT_CREWPSP026   NW_IT_CREWPS002    x2_it_emptyskin    ****               27     19     13     2                10        ****       ****     ****     ****     ****     1        1

 

The character has 21 AC and after shaped Brown Bear was to 14 or 16.

 

 

note: I dropped the polymorph.2da file into override folder



#6
Shadooow

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I'd like to merge the AC and all atributes from inventory for all druid/shifter shapes. Also to merge the inventory of the polymorph WEREWOLF. 

 

I did this changes in 2da but no effect. Druid Brown Bear Shape changes for example:

 

21    POLYMORPH_TYPE_BROWN_BEAR              13               8            148          po_BearBrwn     NW_IT_CREWPSP026   NW_IT_CREWPSP026   NW_IT_CREWPS002    x2_it_emptyskin    ****               27     19     13     2                10        ****       ****     ****     ****     ****     1        1

 

The character has 21 AC and after shaped Brown Bear was to 14 or 16.

 

 

note: I dropped the polymorph.2da file into override folder

the problem is elsewhere, item properties are merged and transferred, but the all AC is getting transformed into one type - deflection which doesnt stack with itself

 

aka the problem is stacking not merging, CPP already allows to stack ability bonuses, but not other properties, you would need to heavily modify the polymorphing scripts. I ve seen this modification on vault alreay though. Someone might give you link.


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#7
Lazarus Magni

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The override folder is "overwritten" by your hak folder. So if you have that 2da in one of your haks the override won't take effect.

 

If you are using CEP, put the 2da in you custom hak, and place it second (if IRC) on your hak order.



#8
WhiteTiger

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Oh, no. No problems with my Druid Merge settings. I thought that I was having problems with it, because the AC Deflection was not merged. it seems that there is a way to do this heavy merge 



#9
Shadooow

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If you are using CEP, put the 2da in you custom hak, and place it second (if IRC) on your hak order.

It should be first, aka above cep2_topXX.

 

Except that, fortunately CEP2 doesnt contain polymorph.2da, so even if you used CEP2, this wouldnt blocked your modification. You would only need to do this for 2das included in CEP (which you can see if you open that cep2_topXX.hak in nwhak.exe)


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#10
Lazarus Magni

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nwn dot wikia dot com/wiki/cep_2.4_file_list

 

Stupid forum won't let me paste a link, and lost my posts 3 times...



#11
FunkySwerve

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aka the problem is stacking not merging, CPP already allows to stack ability bonuses, but not other properties, you would need to heavily modify the polymorphing scripts. I ve seen this modification on vault alreay though. Someone might give you link.

The original author of the shifting scripts that do this is Iznoghoud. There are two very similar-looking links on the Vault; here is one of them:

http://nwvault.ign.c...s.Detail&id=790

 

I've linked some of HG's version, written by acaos, in the past. Here's one of the includes:

http://pastebin.com/5GUYSvF9

 

As you can see, this is a fairly complicated endeavor - though to be fair, we added a bunch of shapes to ours that you won't have to deal with.

 

Funky


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#12
WhiteTiger

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I was searching for it. Thank you, Funky (:



#13
Shadooow

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Now from different point of view: balance.

 

From what I know, your server is rather low-magic type. Are you sure you know what are you doing? I must tell you, as a developer of an epic action loot module I was considering this change and decided not to do it from balance reasons. See the AC is something that druids/shifters do not lack. One monk level and AC gets increased extremely. And this is not just lvl 40 issue, a lvl 15 druid/shifter/monk (IIRC) can get over 50 ac in kobold form with HIPS.

 

Stacking abilities, or even skills is fine and possibly preffered by majority. But unless you somehow disable monk AC, you will get a balance issues with shifters and their AC soon.

 

Also merging gloves properties into "unarmed" forms is something that can cause a big balance issues. Of course it depends on a strength of the gloves, the default ones are fine, but many modules have a better gloves to balance them with kamas and if you use such gloves in a polymorph, namely dragon form this might get problematic.



#14
FunkySwerve

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Shad is right on all those counts. Unless you're in an unusual situation, you're likely to have issues. We had to tinker with some different options before we settled on the following:

 

 


Shifter Basics
- All shifter forms have been redone on Higher Ground. Furthermore, additional forms are available to players with HG Enhanced.
- Wisdom AC no longer applies when shifted from any source. While shifted, Druids and Shifters receive 2 + ((Shifter level including LLs / 10) * 2) Natural AC. This AC does not stack with Barkskin, but is undispellable.

 

Link to full edits here:

http://highergroundp...anges-documents

 

That's more of a 'should I' than a 'how do I' type of question, which I generally avoid answering. :P

 

Conversely, if you DON'T do this scaling, your shifters will not scale well next to other classes as they level. Otherwise, a simpler solution would be to simply not transfer AC props over. You could probably settle for an in-between, like transferring 1/4 AC, or something.

 

Funky


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#15
WhiteTiger

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Link to full edits here:

http://highergroundp...anges-documents

 

Funky

 

Good job! I would like to adopt this mechanism. Is it just like ideas?



#16
FunkySwerve

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Sorry, that's engine level. It's acaos' own edits to his nwnx plugins, which we don't distribute. Lots of ways to skin that cat though.

 

Funky


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#17
Lazarus Magni

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We merge all item props for our shifters (although unarmed shapes got replaces with kamas so they could not SF/QP, and apparently due to the bug mentioned on the vault [e.g. props not merging]), and they are definitely not OP on our world. Even with letting monks use Wis for AB (and AC of course)... But I guess we are one of those "unusual situations" Funky mentioned.



#18
WhiteTiger

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We merge all item props for our shifters (although unarmed shapes got replaces with kamas so they could not SF/QP, and apparently due to the bug mentioned on the vault [e.g. props not merging]), and they are definitely not OP on our world. Even with letting monks use Wis for AB (and AC of course)... But I guess we are one of those "unusual situations" Funky mentioned.


Could you talk more about the bug? Witch property's not merging?