Author Topic: EffectMovementSpeedIncrease  (Read 724 times)

Legacy_Lazarus Magni

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EffectMovementSpeedIncrease
« Reply #15 on: December 04, 2011, 04:22:08 am »


               

ShaDoOoW wrote...

SKIPPNUTTZ wrote...

I don't think you can even increase the frequency that they get FE's during lvl ups either without running into a "too many feats" issue, similar to Sneak attack progression. Any comments?

You can and it works. If you get this message then the server and client leveling 2DAs didn't matched.


Exactly, this is the issue we ran into on Av3 with this edit, as we strive not to require haks (Other than CEP). It works for both the client and the server if they both have the 2da edit, but doesn't if only one does.

Regarding the original topic, I am under the impression if a toon has haste, and doesn't have the monk speed feat, increased movement will do nothing for them. This is why we changed PDK rallying cry from movement increase to APR increase.
               
               

               


                     Modifié par Lazarus Magni, 04 décembre 2011 - 04:35 .
                     
                  


            

Legacy_Axe_Murderer

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EffectMovementSpeedIncrease
« Reply #16 on: December 04, 2011, 04:58:19 am »


               There is a way around the cap...sort of. You can adjust the normal movement speed for walking and running in the creaturespeed.2da file. So if the cap isn't fast enough for you, you can make that same cap translate eventually to faster actual motion in the scene via the 2da edit. But it will be that way for everyone independent of any effects or class levels or anything else. The movement speed effect will still work the same but just applied to a guy with a faster top end and normal movement rate. Now, if you increase the speed in the 2da and then slow everybody down with movement effects such that their actual movement through the scene is at the standard 2.0/4.0 walk/run speed that you get from the unedited file, you will have effectively achieved the ability to break the cap via tweaks made to the movement effect. You end up with a bit more speed range to work with. But the trade off is that you must closely manage a movement effect on every single player to keep them from going 'normal' speed, which would now translate into a speed increase over std NWN behavior. It might turn out to be more effort than its worth in the end.
               
               

               


                     Modifié par Axe_Murderer, 04 décembre 2011 - 05:18 .
                     
                  


            

Legacy_WhiZard

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EffectMovementSpeedIncrease
« Reply #17 on: December 04, 2011, 05:40:32 am »


               

Axe_Murderer wrote...

There is a way around the cap...sort of. You can adjust the normal movement speed for walking and running in the creaturespeed.2da file. So if the cap isn't fast enough for you, you can make that same cap translate eventually to faster actual motion in the scene via the 2da edit. But it will be that way for everyone independent of any effects or class levels or anything else. The movement speed effect will still work the same but just applied to a guy with a faster top end and normal movement rate. Now, if you increase the speed in the 2da and then slow everybody down with movement effects such that their actual movement through the scene is at the standard 2.0/4.0 walk/run speed that you get from the unedited file, you will have effectively achieved the ability to break the cap via tweaks made to the movement effect. You end up with a bit more speed range to work with. But the trade off is that you must closely manage a movement effect on every single player to keep them from going 'normal' speed, which would now translate into a speed increase over std NWN behavior. It might turn out to be more effort than its worth in the end.


100% correct, creature speed is a multiplication factor independent of the max and min, however, decreasing the speed say by 50% with effects to complement a doubling of creature speed means that everyone is moving closer to the new minimum speed, and heavily encumbered becomes less of an issue.  The constant monitoring is not so much of an issue, just adjust a few scripts to give the effect and make sure it isn't doubly applied, or completely removed from death or resting.   EffectMovementSpeedIncrease() itself bypasses the normal movement speed decrease immunity.
               
               

               
            

Legacy_Axe_Murderer

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EffectMovementSpeedIncrease
« Reply #18 on: December 04, 2011, 05:48:44 am »


               Good point about how everything scales 100% that's absolutely true. Not sure you got your math right there tho. You aren't going any closer to minimum speed (which is always zero regardless of top speed), you're still going exactly the same speed, but yeah encumbrance would affect your speed less relative to normal. Those kinds of distortions would become magnified the higher you raise the 2da numbers. Keep your tweaks reasonable and you probably won't notice the difference. You might also see some strangeness with the animations. Maybe your guy will skate a bit or look like he's doing the walk animation when he's running. It's definitely a 'sort-of' solution. I'm not as certain as you that managing the thing is trivial. I'm willing to bet there will be endless situations where your guys will start going normal speed for no apparant reason until you track down why and have to add a tweak...maybe not.
               
               

               


                     Modifié par Axe_Murderer, 04 décembre 2011 - 06:01 .
                     
                  


            

Legacy_SKIPPNUTTZ

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EffectMovementSpeedIncrease
« Reply #19 on: December 04, 2011, 05:51:39 am »


               

EffectMovementSpeedIncrease() itself bypasses the normal movement speed decrease immunity.


So EffectMovementSpeedIncrease(-150); would bypass Freedom?
               
               

               
            

Legacy_WhiZard

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EffectMovementSpeedIncrease
« Reply #20 on: December 04, 2011, 05:55:53 am »


               

SKIPPNUTTZ wrote...

EffectMovementSpeedIncrease() itself bypasses the normal movement speed decrease immunity.


So EffectMovementSpeedIncrease(-150); would bypass Freedom?


Yes, which is how horse riding works for monks.  Though -150 is overkill as it is already way below the minimum.  Did you mean -50?
               
               

               
            

Legacy_WhiZard

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EffectMovementSpeedIncrease
« Reply #21 on: December 04, 2011, 06:11:14 am »


               

Axe_Murderer wrote...

I'm willing to bet there will be endless situations where your guys will start going normal speed for no apparant reason until you track down why and have to add a tweak...maybe not.


Perhaps,  most of those bugs come into the interplay of the encumberance, stealth, and detect portion being mishandled, so a loss of an effect could cause a movement spike.  The effects amongst themselves, tend to be pretty stable, recalculating themselves on an effect loss, and going recursive on an effect gain.

One thing I didn't mention is if you double the creature speed you will also double the monk speed bonus regardless of the negative effect you place on them.  Thus monk speed bonus will seem at least twice as powerful as it is in normal play.
               
               

               
            

Legacy_Axe_Murderer

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EffectMovementSpeedIncrease
« Reply #22 on: December 04, 2011, 06:33:41 am »


               

WhiZard wrote...

One thing I didn't mention is if you double the creature speed you will also double the monk speed bonus regardless of the negative effect you place on them.  Thus monk speed bonus will seem at least twice as powerful as it is in normal play.

Well I was assuming that was part of the 'management' you would have to do. Monks would need special treatment to make sure they are slowed more to counteract that distortion. Hasted players would need to be slowed similarly since that's a multiplicative increase also. Encumbrance isn't something you have control over, I don't think, so I wouldn't waste time trying to compensate there. Maybe tweaking encumbrance.2da so it happens at a different time would be good enough.
Point is you can restrict how fast they can go via the effect to match up with normal behavior, whatever that is for the given toon in his current configuration, but you can cut them loose when you want also.
               
               

               


                     Modifié par Axe_Murderer, 04 décembre 2011 - 06:38 .
                     
                  


            

Legacy_FunkySwerve

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EffectMovementSpeedIncrease
« Reply #23 on: December 04, 2011, 07:10:29 am »


               

Axe_Murderer wrote...

There is a way around the cap...sort of. You can adjust the normal movement speed for walking and running in the creaturespeed.2da file. So if the cap isn't fast enough for you, you can make that same cap translate eventually to faster actual motion in the scene via the 2da edit. But it will be that way for everyone independent of any effects or class levels or anything else. The movement speed effect will still work the same but just applied to a guy with a faster top end and normal movement rate. Now, if you increase the speed in the 2da and then slow everybody down with movement effects such that their actual movement through the scene is at the standard 2.0/4.0 walk/run speed that you get from the unedited file, you will have effectively achieved the ability to break the cap via tweaks made to the movement effect. You end up with a bit more speed range to work with. But the trade off is that you must closely manage a movement effect on every single player to keep them from going 'normal' speed, which would now translate into a speed increase over std NWN behavior. It might turn out to be more effort than its worth in the end.

We did something akin to this. We introduced a bevy of new movespeeds, and set them dynamically via nwnx. It's a real pita to work with though...nevermind the custom engine hack.

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Legacy_WhiZard

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EffectMovementSpeedIncrease
« Reply #24 on: December 04, 2011, 01:34:26 pm »


               

Axe_Murderer wrote...

WhiZard wrote...

One thing I didn't mention is if you double the creature speed you will also double the monk speed bonus regardless of the negative effect you place on them.  Thus monk speed bonus will seem at least twice as powerful as it is in normal play.

Well I was assuming that was part of the 'management' you would have to do. Monks would need special treatment to make sure they are slowed more to counteract that distortion.


Unfortunately, monk speed factor ties into the speed minimum, so for double creature speed with effect adjustment the new normal speed becomes the minimum speed for a level 12 monk, while before the tweaking normal movement was the minimum speed of a level 27 monk.  Without disabling the monk feat, there is little you can do across the board to scale.