Author Topic: environmental modifiers in combat  (Read 568 times)

Legacy_Leurnid

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environmental modifiers in combat
« on: May 01, 2012, 07:13:35 pm »


               
  • Does NWN take into account lighting conditions and apply concealment effects for darkness?
  • Do Fog conditions get applied for concealment purposes?
  • Do spells that affect sight with darkness, fog, bright light, etc, automatically affect hit chances?
  • *bonus credit: Make up your own pertinent question on this topic.
  • **bonus bonus credit: Answer the new question too.

               
               

               
            

Legacy_Karvon

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environmental modifiers in combat
« Reply #1 on: May 05, 2012, 12:39:43 pm »


               I've wondered about this myself.

FWIW, lighting conditions do affect hide skill, so perhaps combat's affected as well?

Karvon
               
               

               
            

Legacy_kalbaern

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environmental modifiers in combat
« Reply #2 on: May 06, 2012, 03:13:10 am »


               1. Lighting conditions only affect Spot and Hide results.

2. Fog affects what/how far a PC can "see" IG. I.e., what is rendered on your screen. PCs are hindered by targetting, but NPCs and auto fie targetting with ranged weapons sees thru the fog regardless.

3. Darkness (the spell), lacking an enchantment or feat that allows seeing through it causes penalties and can hinder or even prevent targetting. Darkness as in the absence of lighting ... see #1 above.

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Question #4: Can the lighting level at the location of a PC or NPC be determined and used to affect concealment, spot/hide checks and even enable/disable HiPs?
               
               

               
            

Legacy_Leurnid

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environmental modifiers in combat
« Reply #3 on: May 08, 2012, 02:51:22 am »


               

kalbaern wrote...

1. Lighting conditions only affect Spot and Hide results.

2. Fog affects what/how far a PC can "see" IG. I.e., what is rendered on your screen. PCs are hindered by targetting, but NPCs and auto fie targetting with ranged weapons sees thru the fog regardless.

3. Darkness (the spell), lacking an enchantment or feat that allows seeing through it causes penalties and can hinder or even prevent targetting. Darkness as in the absence of lighting ... see #1 above.

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Question #4: Can the lighting level at the location of a PC or NPC be determined and used to affect concealment, spot/hide checks and even enable/disable HiPs?


And any 'environmental effects' can be applied globally to an area in the *edit* event scripts */edit*, and presumably (tho I haven't checked yet) can be changed using a script, but there is no method by which NWN automatically takes environment based modifiers into account, past those few things mentioned.

I have already set up a conceal and cover trigger with scripts that use locally stored variables on the triggers to apply various conceal and cover modifiers... I imagine it wouldn't be much harder (but maybe much more complex) to create similar triggers that would assign various penalties based on environmental conditions, modified by checks for vision conditions, lighting, etc. The limitation of using triggers is that the effects apply to to only the trigger area, and they must be specifically calibrated to whatever conditions you want to create, and if set up poorly, can be exploited.

I was really hoping that there was a more robust solution hiding in the NWN code, but scripting it is ':blush:'  I am still learning to script, one problem at a time, but it seems that might be able to check for environmental factors at every PC/NPC's location, and apply effects locally too, but I think using a trigger covering a larger area would be easier.  The only thing it may not deal with well is if somebody uses a torch or other light source *edit* after entering the trigger. */edit*
               
               

               


                     Modifié par Leurnid, 08 mai 2012 - 08:29 .