Author Topic: Stat Caps  (Read 322 times)

Legacy_Lazarus Magni

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Stat Caps
« on: September 30, 2014, 02:17:08 am »


               

Not sure where to post this exactly, so posting under scripting...


 


Looking for some clarification/guidance from the community on this. Is there a cap on stats? I realize dex has a MDB cap of 100 on robes via the 2da, however is there some other limitation or overflow on stats? And if so, is there some known workaround?


 


Reason I am asking this is because, we recently had a player (lvl 1000ish or so) become the first ever player to hit 100 str, and he reported that on hitting 100 STR, his weight limit "rolled over" and he became encumbered. So, even if there is no cap on the stat itself, does anyone have any ideas on overcoming this weight limit roll over?


               
               

               
            

Legacy_Shadooow

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« Reply #1 on: September 30, 2014, 02:23:35 am »


               

255


 


strength gets bugged after 100 (encumbranced all the time) but I think I solved that in my patch



               
               

               
            

Legacy_Lazarus Magni

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« Reply #2 on: September 30, 2014, 02:59:09 am »


               

Hi Shadooow,


We already use some of your patch (albeit from a while ago when we had an amazing scripter help us integrate it), but can you tell me where specifically in your patch this fix is located?


Laz



               
               

               
            

Legacy_Shadooow

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« Reply #3 on: September 30, 2014, 03:12:36 am »


               

it should be encumbrance.2da of course



               
               

               
            

Legacy_Lazarus Magni

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« Reply #4 on: September 30, 2014, 03:21:54 am »


               

Thank you Sir, much appreciated.



               
               

               
            

Legacy_Lazarus Magni

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« Reply #5 on: October 01, 2014, 03:00:52 am »


               

So Shadoow, this must be included in your 1.71 installation? As I can't find that 2da in the default files.


 


That further makes me wonder a few things about using your installer? So does this alter the local NWN installation I gather? What does that me for a player who has this installed? Will they be unable to play on worlds using 1.69? And vice versa?


 


And for builders, if this is installed does it alter a module? Make it into 1.71?


 


Thanks,


Laz



               
               

               
            

Legacy_Shadooow

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« Reply #6 on: October 01, 2014, 04:10:28 am »


               

Its included inside 1.70 or 1.71 builders resources in full 2da source folder, which defaut files you mean? I have no idea what are you talking about.


 


About installer - it contains all languages thats all. Otherwise there is the same content as in the manul distribution, new bif file in NWN/data (which by itself has no impact on game) and modified xp2patch.key file that tells game to load content from the new bif + altered texture pack with some texture changes.


 


As for your another question. I keep repeating it all the time and its written like in every page about CPP minimally twice...


 


Player with CPP will be able to join server without CPP. And Player without CPP will be able to join server with CPP. (Unless you specifically restrict that and allow to join only players with CPP which is possible to do via adding the patch17X.hak into your hak list)


 


As for builder, this is a bit tricky and probably hasnt been fully explained by me yet. So - by installing the patch on your local machine, you wont get module updated. I mean, you will but only if you host it from your local machine. CPP must be installed also on server (and since dedicated server has no default path installer doesnt work there you need to get manual version) to get this.


There are two notable exceptions or caveats:


1) if you as a builder install CPP and then you recompile all scripts in your module, since recompiling process works with your client files altered by CPP you get some of the CPP changes into your module regardless that server has CPP or not (because scripts are not recompiled on the fly unlike different programming languages).


2) viceversa, if you got CPP installed on server but not on your local machine and you recompile the scripts on your local machine then you will lose some of the CPP fixes/improvements (provided you recompiled scripts with CPP before). This is important to keep in mind if multiple builders can work and upload module on server. (For example on PW Arkhalia where is 1.71 installed after I left, another builder without CPP installed on his local machine recompiled all scripts in last module and then players noticed the creature AI get changed.



               
               

               
            

Legacy_Lazarus Magni

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« Reply #7 on: October 02, 2014, 01:23:03 am »


               

Thank you for the clarification Shadooow.



               
               

               
            

Legacy_Lazarus Magni

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« Reply #8 on: October 04, 2014, 03:57:45 am »


               

Just to update all for prosperity (e.g. historical records, years past this post has faded it will hopefully be searchable and a resource for others). This seems to work. Downloaded 1.71 builders resources. Uploaded the encumbrance.2da to our override and our str based toons with 100+ str are no longer having this issue, after a restart. Their weight limit still isn't showing properly on their inventory sheet, but the fact that it works (they are no longer encumbered) is all that matter to me. So, a most sincere thanks to ShadoOow for providing this fix.


 


Cheers,


Laz



               
               

               
            

Legacy_Lazarus Magni

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« Reply #9 on: October 05, 2014, 01:17:52 am »


               

Just an update... it turns out (not unexpectedly) that if both the player and the server have this 2da in their overrides folder, not only does it work, but it also displays properly on the player's inventory sheet.



               
               

               
            

Legacy_Shadooow

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« Reply #10 on: October 05, 2014, 02:03:22 am »


               


if both the player and the server have this 2da in their overrides folder, not only does it work, but it also displays properly on the player's inventory sheet.




or community patch installed...


               
               

               
            

Legacy_Lazarus Magni

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« Reply #11 on: October 09, 2014, 01:24:29 am »


               

Yes that would work too.


 


P.S. in case anyone was wondering where this 2da is, it's in the builder's resources file Shadooow has uploaded.