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HR Base 9.75


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#1
ShadowM

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Latest Update

9.75 Alpha

Updated DR system so creature weapons can be used in the DR system and any creatures and players can have the custom DR on them. Included get monster damage and getting die and die rolls functions for finding any type of damage of a weapon or creature items even custom ones added later.

Added monk fist hidden item for monks, now I can set there unarmed strike damage (set it to 3.5 D&D damage) and incorporated 3.5 D&D rules for ki strike like magic property, lawful-aligned and adamantine to their unarmed strike. This allow me to also incorporate magic fang/greater spell to affect monk unarmed strike. This causes gloves to not fire on-hit though, but I have scripted around this with equip and un-equip events with gloves by transferring what item properties I want to the fist, right now bonus damage and enhancement bonus. Both system still work, their fist still act as +1,+2,+3 against damage reduction. Only issue is character sheet will not display the proper damage at certain levels, but this information is added to class feat information. This make the DR system fully functional now. :)

Incorporated Biowares X2PreSpellCastCode function / crafting scrolls, potions and wands into the custom spell router. You can craft all custom spells into scrolls, wands etc..

Broke down ReportImmunities into smaller more manageable functions that loop back into it. Updated ReportImmunities with the new DR system.

Made it so now if you win by higher enough margin with creature lore you will get the DR information on a creature.

Added Aquatic Native feat (with this feat you are not slowed in water and will not have the attack penalty) .

Added Aquatic Movement feat (with this feat you are not slowed in water).

Added Aquatic Weapon feat (with this feat you will not have the attack penalty)

Mainly for spells and magic items.

Added freedom of movement (HR) feat that does not block movement decreases.

Fixed haste(HR) and Freedom of Movement(HR) items from causing combat / initiative starting when equipped.

They were commented out in 9.50 while I looked at this problem. I made them not show effect icons. You will know they are still firing when you take off the last one by a visual special effect.

Added custom placable palette with HR base and moved all system placeable there.

Redid HR skill check function HR_SkillCheckSuccessful so that it adjust for swim, has option to fail on natural one / win on natural 20 and option to hide results from target / PC and add option to float success or failure above target.

Added HR_SkillCheckDif function that does skill check but returns the amount of success / failure so you can use it to scale results.

Redid HR_AbilityCheck function to include all the options on custom skillcheck.

Added HR_SavingThrowCheck with all the same options as the skill check, this is an incomplete function at the moment, need to account for all feats and other factors before it complete.

Added HR_GetAlignmentInt return alignment as a Integer from 1-9

Added HR_GetAlignmentString return alignment in short hand example LG =Lawful good

Added short hand alignment to DM short hand information.

Added HR_GetAbilityModifier function with added option to get ability modifier to not included items effects.

 

Created climbing / Jumping system, check outside area for sample and under systems for details.

Added feather fall spell and spider climb spell to support this. Will add rope also.

 

Added hr_spells_routab and hr_inc_spellab and move over feats, monsters abilities etc.. to it.

Got tired of the External exception C0000420 error and this fixed it and added headroom for more custom spell.

 

Add a section in custom tlk 19967 for you to fill in your campaign / PW gods-deities these are the character's starting descriptions so characters can see them at creation and fill in their deity easily. Can overwrite it with you own character description. Match these to the ones you put into hr_deities.2da

Added deities to playerguide / Dm guide and sorted them by alignment. I'm using the generic deities from the player handbook and Torm.

Added Alignment descriptions to player guide / Dm guide

Changed SetGods function to SetDeities() and fixed a error that was adding a extra space.

Added DoesHaveValidDeity function that check if target has one of the module deities.

Took out standard Domains and updated the hr_deities.2da to match what domains they give, like real D&D.

Now we can script the domains in game. Lost the bonus spells but put in domain spell placeholder at each level and channel them through the router, so you can have them fire any spell. I have not picked the spells for the domains yet or scripted all the domain powers. I still deciding what to give each. I also uncommented all except 1,3,5,7 domains spells(you can unlocked them all if you want in the spell.2da). I did this because nwn does not do domains the way PNP does. In PNP you last spell slot must be a domain spell and the spell was at the same level as your normal spells,not at a higher level. Nwn let you combine any combination, this is a little overpower and one of the reason they did not have spells for every level and every domain. I setting them to 1,3,5,7 so there is less spell to apply and open up higher level spells but not at every level. All these action bring the power levels down a little more and give me a little more control over what is given. In PNP you can choose no deity and pick from all the domains(based on alignment) we can do that with a conversation/chat line commands in game, but I not doing that right now. I like the idea of a forcing pc to pick a deity for more role-playing and limiting domain choices and if a cleric want a tougher game they can choose no deity and play without domains powers and spells. That just my thoughts you can easily script giving domains and taking away them now with this system. :)

Made all domains feats that were usable before so they are still usable.

Added back in luck, chaos and law domains.

Added search mode radius setting to hr_default so now you can easily set the search radius when out of detect mode and when in detect mode.

Added search function for toggling usable placeable with set variables on them. Example you have non usable statue and the search check is successful then it become usable or you place you hidden placeable secret doors(that look exactly like a wall).

 

Paladins lay on hands is now a healing pool like 3.5 D&D not a one shot spell-ability. :)

amount each cast set by player character integer. /pci

Setting it to not include effect from items with charisma bonus for right now.

 

Separated exotic from common languages. Exotic languages need 2 ranks and common 1 rank.

Exotic

Abyssal

Aquan

Auran

Celestial

Draconic

Ignan

Infernal

Sylvan

Terran

Undercommon

 

Fighters now have balance as a class skill

Fighters now have intimidate as a class skill.

Barbarians now have balance as a class skill

Fixed baba frog head bone location and fixed it direction look.

 

Link


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#2
Hekatoncheires

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yay :D

Any chance of making the systems modular? I really would love to implement the DR system, but I don't want to have to implement everything as a package.


  • Jedijax aime ceci

#3
AzurDraak

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Quote:  Added monk fist hidden item for monks,

 

May I request a brief description of this item?

 

I am familiar with the unarmed workaround used by the PRC, and its adverse effects. Curious to see how your method differs.

 

Thanks.



#4
ShadowM

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yay :D

Any chance of making the systems modular? I really would love to implement the DR system, but I don't want to have to implement everything as a package.

It would take a lot of work to change this into a modular system and some of the system would still need hakpak information like the DR system which is a subsystem of the on hit system. I have a few more systems to add and think I should be done near the end of this year. When I get there I see about releasing some of the systems into seperate parts. If you cannot wait than you can try and rip out some of the systems. Meaglyn has rip out some of the durability system for example and maybe other parts. It open to anyone to mess with.

 

Quote:  Added monk fist hidden item for monks,

 

May I request a brief description of this item?

 

I am familiar with the unarmed workaround used by the PRC, and its adverse effects. Curious to see how your method differs.

 

Thanks.

I use the hidden creature item on the monk and set monster damage on it to matchs 3.5 D&D monk damage. This overides the monks unarmed strike damage, but not it special abilities like stunning fist, enhancement bonus. Bioware engine does not stack hidden creature weapons and arms slot(gloves). I have to script around this in the equip / unequip events, which I have done. I have not looked at prc version on it. How are they doing it?


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#5
Shadooow

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I use the hidden creature item on the monk and set monster damage on it to matchs 3.5 D&D monk damage. This overides the monks unarmed strike damage, but not it special abilities like stunning fist, enhancement bonus. Bioware engine does not stack hidden creature weapons and arms slot(gloves). I have to script around this in the equip / unequip events, which I have done. I have not looked at prc version on it. How are they doing it?

Same. Single creature weapon and if player is unarmed it works and replaces unarmed damage. I wasnt checking this very much as I use NWNX for that so I dont know what are the drawback of this except the ELC/ILR creature item destroyal upon OnEnter.



#6
AzurDraak

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As Shadooow said, a creature weapon is force-equipped into the off-hand slot, leaving the main-hand slot empty.

1] As one might expect, whenever the player equips an item in the off-hand (notably a torch) the creature weapon is disabled/unequipped. Unarmed Strike then reverts to the default Bioware behavior.

2] Weapon Finesse doesn't work for this unarmed creature weapon. To clarify, one of BW's patches redefined creature weapons so as to be finessable. However, there is a shortcut commonly used in scripting: "If the main hand is empty, there is no need to search the off hand for weapons." From the behavior, it is clear that the BW Finesse code uses this shortcut. As a result, Weapon Finesse doesn't "find" the unarmed creature weapon. PRC did eventually (re-)apply a fix to correct this.

3] One of BW's patches (1.67 ?) made a change to the unarmed attack schedule. Whenever a monk equips a creature weapon, all attacks are made in a single decrementing series. As a result any extra attacks that are supposed to be made at, or near, full AB ( FoB, Haste, etc ) are instead appended to the bottom of the schedule. This is one of my biggest peeves with BW.



#7
ShadowM

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As Shadooow said, a creature weapon is force-equipped into the off-hand slot, leaving the main-hand slot empty.

1] As one might expect, whenever the player equips an item in the off-hand (notably a torch) the creature weapon is disabled/unequipped. Unarmed Strike then reverts to the default Bioware behavior.

2] Weapon Finesse doesn't work for this unarmed creature weapon. To clarify, one of BW's patches redefined creature weapons so as to be finessable. However, there is a shortcut commonly used in scripting: "If the main hand is empty, there is no need to search the off hand for weapons." From the behavior, it is clear that the BW Finesse code uses this shortcut. As a result, Weapon Finesse doesn't "find" the unarmed creature weapon. PRC did eventually (re-)apply a fix to correct this.

3] One of BW's patches (1.67 ?) made a change to the unarmed attack schedule. Whenever a monk equips a creature weapon, all attacks are made in a single decrementing series. As a result any extra attacks that are supposed to be made at, or near, full AB ( FoB, Haste, etc ) are instead appended to the bottom of the schedule. This is one of my biggest peeves with BW.

I tested this and it not forced into the off hand hidden slot.

1.Yes torches and shields when equiped will fall back standard bioware damage chart, but this actually make thier attack worse. 3.5 damage has a higher average damage output at higher levels and I could add in equip calls to discourage this. I think with unarmed strike you should have both hands free.

2. I tested this and had no problem with dex bonuses with weapon finesse. I would have to look at PRC code to see more of what you meaning with this.

3. I did not notice this in testing with FOB and testing with my custom haste.

 

I do some more testing and get a hold of PRC again and look over there code some. Overall I do not see these issues as bad enough to scrap the monk setup.

Thanks for the imput.



#8
Shadooow

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I thought its equipped into creature weapon slots?



#9
ShadowM

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Mine is placed in the creature slot, that why I a little confused about the first line of his statement.



#10
AzurDraak

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So, I cleared out all of my nwn folders and did a fresh install of PRC 3.5 . I also installed HR 9.75. Results:

 

1] Torches

Torches are a problem. They are a trivial problem, but only because very few modules actually use total darkness where a torch or other light source is required. As for ShadowM's comment, I won't dignify it with a response.

 

2] Weapon Finesse

As I stated, there was a time when finesse was an issue with PRC. With PRC version 3.5 WF is no longer an issue. I only mentioned it as a possible concern.

 

3] Attack schedule

The attack schedule of a monk with bonus attacks ( FoB or Haste ) is still a problem, both for PRC 3.5 and HR 9.75 .

 

For testing PRC I started the OC prelude with a fresh level 1 monk, which I then levelled up to Monk(12) using the console. I then levelled this character again, once as a monk {=> Monk(13) } , and a second time as a Henshin Mystic {=> Monk(12)/HM(1)} . I then attacked a dummy with attack bonus as shown by the combat log.

 

Monk(13) standard           attacks +13/ +10/ +7                    Monk(12)/HM(1) standard          attacks +13/ +10/ +7

                FoB                               +11/ +8/ +5/ +11                                         FoB                             +11/ +8/ +5/ +2

                Haste                             +13/ +10/ +7/ +13                                      Haste                           +13/ +10/ +7/ +4

                FoB & Haste                  +11/ +10/ +7/ +11/ +6                                 FoB & Haste                +11/ +8/ +5/ +2/ -1

 

For testing HR I started the demo module with a fresh level 1 monk. I then proceded to bash the door with standard attack ( +2) and FoB ( +0/ -3) . If the attack schedule had been working properly then w/FoB it should have been ( +0/ +0) . I saw no need to test further.

 

My original question has been answered. Thank you for your efforts.



#11
ShadowM

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Ah I see what you mean now, but that is not attack schedule. That is weapon wield / furry combo stacking on the penalty. I look into it. I might be able to fix it with a custom FOB feat that is scripted, like I did with manyshot. It would be a lot of work and it be hard to seperate the attacks exspecial on scale with all the monk attacks.



#12
Hekatoncheires

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*waves* Hello! :)

Resurrecting this thread, I haven't seen an update in a long while. I've begun my quest to integrate systems I like from this pack into my module.

I've noticed that the onhit system is tied into the durability system. Is there any way to separate these?



#13
ShadowM

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Sorry for no updates in awhile, my computer was going down and I'm still in the process of getting my new computer all up and going. I do have 10.00 base coming out soon. So you trying to pull out the on-hit system out for the durability system? The durability system is run through the on-hit so we can grab the calls to lower the durability.



#14
Hekatoncheires

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Hrm. Well, I couldn't get the damage reduction system to work, or anything that dealt with on hit abilities, and it took me a while to figure out that they were tied to whether or not the durability system is on. I found a workaround Im playing with: I put the aa_uniquepower_onhit onto any material items that will do damage reduction, and onto the skins of any creatures with relevant damage reduction.

But i still would recommend separating the two, so that the durability system, and whatever function puts the aa_uniquepower_onhit on items so that systems like damage reduction and swallow whole, can be used separately.

Also, thanks! :)



#15
ShadowM

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Well they not tied to the durability system, the all tied to the on-hit cast spell system. There sub function calls for each, but the core one with the aa_uniquepower_onhit property  is required for any of them. There support calls to place on creatures and items to support like on-aquire and custom(examine feat) and on spawns. I think that why I put it like that in the pdf with on-hit as a main system and the rest under it, look at the book marks in the pdf.  The aa_uniquepower_onhit is also there to because it fire on hit by alphabetical order so we are also running all stander on hit cast spells through the function so it can work with the standard ones, I also did this so I have more control on the standards ones power level. Hope this helps. :) good luck getting all the system you want working together. 



#16
Hekatoncheires

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hmm....is there a switch to turn off the debug messages anywhere?

Putting the aa_onhit function on armor and weapons worked in my testing, btw.



#17
ShadowM

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I have not put in a module switch yet. I just gotten use to all the debug stuff so if I have a problem with colliding systems than I can track it down easier. If you want to comment out the debug with on-hit system, it in script hr_inc_spells / function hr_OnHitCastSpell .

The spell debug is in hr_spells_router and hr_spell_routab

Make sure to compile the hr_spells_router to save the changes to the include.

Just comment out the SendMessageToPC

I prob. put one in this weekend.



#18
Hekatoncheires

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Ok, I've noticed that every spell is routed through your spell router, and your spell router file refuses to compile. This invalidates all the work I've put into my spells. Is there a way to remove this?



#19
ShadowM

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Super Note: This was compiled using nwntx-full-1.0.5 And it highly suggested
you use it for personal compiling.

 

Do you have the spell routing flag enabled on your module?

If you not using Tool set extended or it compiler it will not compile.

I recommend using it or it compiler fixed a lot things and can handle more IDs

If you do not want to use though you can run them through individual scripts, but that make sure to have the inc scripts.

I run them all through one or two routers so save on making more scripts and can make changes fast and easy.



#20
Hekatoncheires

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Do you mean the module variable to set a spell hook? Its running spells through the spell router even if I delete it.

I've got a lot of custom spells and have done a lot of modifications to original bioware spells. Are you saying that I can put an include file in them and the router will use them as default?



#21
Hekatoncheires

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What Im saying is, how can I bypass the router to use my separate, original scripts?



#22
ShadowM

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If you want your custom spells to not use the router just change where they point too in the spell.2da to the name of a script you want to use or you could just make a new custom function of your custom spell in the spell include and then have the router script point too it. The basic bioware spells, you can do the same thing just overwrite the custom function spell with your own and compile the include and the router script and your changes are made. This will save you on scripts and you can easily make a lot of changes fast and easy.  Look at some of the examples I made. I hope this helps, I set it up pretty easy to make changes to all bioware spells and add new ones pretty easy and more efficient. If you want to give me a sample new spell or sample change to bioware spell I can go over putting it into the router system.

 

Router

nSpell is just looking for the spell from the spell.2da

switch(nSpell)
     {

case:Some number from spell.2da (say your custom spells or any spell is number is here.)

//Function that call your spells

Mycustomspell(oTarget);

 

}

 

Router include (called hr_inc_spells)

 

void Mycustomspell(object oTarget)

{

Do you spell stuff here

 

}



#23
Hekatoncheires

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k, now Im getting somewhere! Thanks ShadowM.

Most of my modifications are to stuff like caster level and the like. If I can get this working this will actually save me a lot of files.