Alright so, I can use a Daze effect + cutscene immobilize to effectively prevent combat reprisals. Does Daze also interfere with AC however? The ideal situation is as follows:
1) PC is flatfooted and unable to take turns in combat or click places to move, affecting said combat only by his flatfooted AC - Daze interferes with combat animations, and I can use the cutscene immobilizing function for movement disabling. I can imagine that Daze also affects the AC, but I'm unsure how - if it simply sets the player to flatfooted, this entire issue is easily solvable.
2) Enemies are able to attack PC with range only, and again, ignore any AC bonuses that being flatfooted would take away, when calculating ranged damage. (If I could script a way to temporarily immunize the PC to melee would the opponents naturally not attack with melee (dunno if the AI reacts to being immune to damage), and furthermore choose ranged, which is not an immune-to damage?)
2a(Optional)) A penalty to ranged to-hit during the climbing function, that would simulate the distance the PC has climbed. I could emulate this as a strict debuff on all ranged opponents but I can just imagine the amount of lag this might cause in large situations. Better to somehow call it from within the combat mechanics themselves -- MAYBE if I could hijack another spell (man, I'm hijacking all kinds of spells for my scripting) that gives a straight ranged dodge buff that is stackable, I could emulate this (but then enemy feats that affect distance fired, and similar things like item properties, would be a pain to work in).
Additionally, on custom animations: continuous movement would be useful, but correct me if I'm wrong that the jump function moves the PC only to valid map locations (observed by myself in part because my first ever module had a really screwy "proto" version of this climbing script which had the PCs going all over the place because I tried to simulate ledges with unwalkable placeables), meaning I would not be able to simulate the effect of climbing over a distance that does not have walkable terrain? My entire module in which this is being implemented has climb nodes that pass over nonwalkable terrain, so I'm unsure if this would be possible. If it is, and it is possible to place a PC on a nonwalkable spot, that easily solves my 2a condition, and mostly my 2 condition.
Edit: sorry, I really should have just checked the wiki in the first place:
"
Dazed creatures are in a partial state of stupor. They are unable to initiate attacks, cast spells or use
skills and
feats, but they can flee from combat at a reduced
movement rate. Player characters can also drink potions while dazed."
Not using feats can be a problem unless that just means they don't get active feats (and still have any passive feats that would affect flatfooted AC - really, the only feats I would need. Not sure if NWN even has any but I know the full 3.5 has them), and I still wanna figure out how to flatfoot said PCs during this process.
Modifié par Sarcose, 28 février 2012 - 02:41 .