Author Topic: Trouble with .2da limitations and disabling feats without .haks  (Read 1848 times)

Legacy_Shadooow

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Trouble with .2da limitations and disabling feats without .haks
« Reply #15 on: August 02, 2010, 07:58:29 am »


               Also, you can use 3 points for normal version and 6 for improved like its in NWN2 (and I like it).

I have changed PA too but with hak so Im giving player new feat into radial menu with subradial, and since I have Frenzied Berserk the maximum damage from PA is IIRC 40, so far using itemproperty on weapon but found stacking issue too, because if there is already dX damage from base weapon damage type. It cannot be stacked and game gets highest damage of one type from weapon (+ammo), guess I will maybe try effect damage again.

About my non ability stacking script... I abadoned it, I mean, I created it for myself, but then I wasn't satisfied with it so I never used it actually. But if you want to try it and find bug, I will grant you support.

BTW there is way, how to make your ac from expertise stack. I will try to post it at vault today. Basically, using skin you add shield AC from gear + your AC. And then recount it whenever you equip/unequip item with shield ac type.
               
               

               


                     Modifié par ShaDoOoW, 02 août 2010 - 07:01 .
                     
                  


            

Legacy_TSMDude

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Trouble with .2da limitations and disabling feats without .haks
« Reply #16 on: August 02, 2010, 01:34:01 pm »


               Curious though...is this a Server Side only override or will you also have to give it to players? It sounds like two different things and in case I missed it in this jumble above did you do it just through scripting or did you even go the modified 2da workaround?



Sorry for the questions but it is early and we were p till like 3 playing PnP, lol.
               
               

               
            

Legacy_Jesse_the_Thief

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Trouble with .2da limitations and disabling feats without .haks
« Reply #17 on: August 03, 2010, 12:11:03 am »


               That's the great thing, it works without the players needing any downloaded files. The .2da overrides I'm using work server-side only and combine with the scripting to get the desired result. The key was finding how to disable feats after the PC actually gets them, which was accomplished by setting the "Uses Per Day" in feats.2da to "1" and then decrementing uses with scripting as needed to disable them. So the player levels, takes a feat, I set a local variable to signify they possess the feat, then decrement the feat's uses by 1 which makes it unusable. Then they use the corresponding Player Tool in place of the old feat.



It's not the absolute cleanest fix ever, but the results are great. Combat modes are actually useful now since they stay on, and I'm going to set some of the combat mode feats to auto activate - like automatically activating Rapid Shot any time you equip a range weapon.



I'm been thinking about the NWN 2 rules, I think I am going to shift them over. IPA has too high a penalty to be much use and IE gets obnoxious.



I haven't had any trouble with damage, you have to pick a damage type anyway so you can add a little Bludgeoning here and a little Piercing there without any conflicts.



I think I get what you're saying, use Item Properties on the Player Skin to get the needed effect... that's a good idea. The Item Property scripting they added late in the game has a LOT of great potential uses I've found. So far I think Dodge will be ok, especially if I switch over to NWN 2 rules with +6 AC at most.