Author Topic: Community Patch discussion and development thread  (Read 20369 times)

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #555 on: July 15, 2014, 02:26:14 am »


               

yes please screenshot would be very helpfup



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #556 on: July 15, 2014, 04:23:44 am »


               


I am not sure immunities stack at all when unpolymorphed, so i do not know if it is needed for polymorph.




I just tested this and it seems that damage immunity/vulnerability stacks even on single item (unlike most other properties). No need to recalculate that then.



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #557 on: July 15, 2014, 06:50:53 am »


               

For builders: I wrote a tutorial for an advanced usage of the spell override variables feature. This is not written in the CPP readme since this is basically a custom content based on CPP features.


 


Tutorial: How to modify caster level, DC or metamagic dynamically without need to recompile all spellscripts



    

               
               

               
            

Legacy_Bogdanov89

  • Full Member
  • ***
  • Posts: 155
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #558 on: July 15, 2014, 08:02:05 am »


               

ShadoOow for president of Bioware! '<img'>


 


About my previously mentioned issue with strange DC rolls - i know there is something called "spectacular failure" if you roll a 1 on DC checks, which means you automatically failed the check.


 


Is there such a thing as a "spectacular success" that can guarantee a DC win regardless of what your actual power/skill is?


 


 


Also could you please explain to me when does the "coup de grace" attack occur in combat?


 


I have seen it happen sometimes on targets that my Wizard has afflicted with crowd control spells - but i do not know which type of effect causes the target to be vulnerable to "coup de grace" and which ones do not?



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #559 on: July 15, 2014, 08:25:14 am »


               


ShadoOow for president of Bioware! '<img'>


 


Is there such a thing as a "spectacular success" that can guarantee a DC win regardless of what your actual power/skill is?

 


 


Also could you please explain to me when does the "coup de grace" attack occur in combat?


 


I have seen it happen sometimes on targets that my Wizard has afflicted with crowd control spells - but i do not know which type of effect causes the target to be vulnerable to "coup de grace" and which ones do not?




yes it is - if you roll 20 on saving throw then you success regardless of DC


 


coup de grace info


               
               

               
            

Legacy_Talon

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #560 on: July 15, 2014, 12:37:42 pm »


               

there is a possibility to implement in IA for npc or pg for "raise dead" spell on death monsters?



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #561 on: July 15, 2014, 03:19:44 pm »


               


there is a possibility to implement in IA for npc or pg for "raise dead" spell on death monsters?




yes I could do that, i taught henchmans to do this, the reason why I didn't allow this to monsters is not to break old behavior of the preexisting monsters especially on PW


 


but I could do this as a HIGH_AI_LEVEL feature I guess, would that work for you?


               
               

               
            

Legacy_Talon

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #562 on: July 15, 2014, 07:55:38 pm »


               

Well normally npc don't have raise death/resurrection or similar as default spell...so could be not necessary change ai! Is a builder choise.


Is possible use the spell too for pg to death npc body?


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #563 on: July 15, 2014, 08:05:35 pm »


               


Well normally npc don't have raise death/resurrection or similar as default spell...so could be not necessary change ai! Is a builder choise.


Is possible use the spell too for pg to death npc body?




Actually, what I encountered is that a lot of builders is making creatures via LevelUp Wizard which gives them lot of spells that AI cannot use. Greater restoratioin, resurrect, mass heal. Then they balance the creature to way they need, but don't remove spells which creature didn't use. Either because they didn't even went to the Spells tab or just because they didn't had to remove them.


 


And these builders (or players at least) will be mad if CPP allows AI to use these spells which creatures didn't used before. It will significally affect a balance because every single one of these spells is making creature twice as tough than before since she can heal to 100% or resurrect dead allies to 100%.


 


I've experienced this on Arkhalia PW where I was using 1.71beta and testing it there. Yes, builder can remove these spells afterwards but then CPP is forcing him to do that which is not desired by many.


 


 


what is pg?



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #564 on: July 15, 2014, 08:13:53 pm »


               

BTW, when toying with the backpack as a cloak. I had this idea. What about adding the old cloaks to the game again? This is now basically hidden content because they are still there just overriden by new cloaks. (This would have to be in hak though)


 


What I found out is that any custom item you put into cloak slot now shows the uncolored (brown) plain cloak (model 1), which I found out how to disable - which might be good idea to do for the old cloaks?



               
               

               
            

Legacy_Talon

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #565 on: July 15, 2014, 09:42:26 pm »


               

i mean players..they can in this way raise death npc too!?



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #566 on: July 15, 2014, 09:43:58 pm »


               


i mean players..they can in this way raise death npc too!?




No. Only if you made the corpses selectable (which for NPCs is not needed - just set longer fade)


               
               

               
            

Legacy_Bogdanov89

  • Full Member
  • ***
  • Posts: 155
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #567 on: July 16, 2014, 11:17:50 am »


               

ShadoOow, with all this talk about switches that allow players to choose what is active in the CPP - is there any chance for those ranged weapon improvements that i mentioned a while ago?


 


I will write them here for easy reading:


 


1. All ranged weapons automatically Mighty up to the character's (total) strength modifier (instead of just throwing axes and darts).


2. Possibly a feat that makes ranged weapons (both projectile and thrown) use Strength instead of Dexterity for attack rolls (similar to Zen Archery, but for Strength instead of Wisdom).


3. Specific feats/bonuses, like Weapon Master feats and the various epic Barbarian Rages, fully working with all ranged weapons.


4. Changing standard bioware weapons like Longbow +3 to also give the damage bonus, instead of only the attack bonus.


 


5. (new idea ^^) Ability to cast spells like greater magic weapon and darkflame to affect both projectile and throwing ranged weapons.


 


 


I do not know how many players would be interested in the above improvements as optional switches (or separate mods/files/addons), but i just thought of asking about it since it would be rather awesome to have a Weapon-Master in Throwing Axes!!! '<img'>



               
               

               
            

Legacy_Gruftlord

  • Sr. Member
  • ****
  • Posts: 490
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #568 on: July 16, 2014, 11:55:04 am »


               

imho, adding a feat is not easily possible (point 2)


points 1, 3 and 4 are to my understanding not DnD rules, and i see not how they would qualify as an addition to a Patch mod.


if this is something that shadooow can add via an nwnx.dll, then why not. afaik, adding new options for builders to set up new modules is something Shadooow wants to tackle with the project.


 


number 5 sounds reasonable imho. no reason, why a GMW should not be able to add damage to an arrow and AB to a bow. should it apply both in one casting? dunno.



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #569 on: July 16, 2014, 01:47:33 pm »


               

Adding feats is not in the CPP scope for sure. The feats for Shou Disciple and Eye of Gruumsh (and the classes themselves) are an exception because they were already there (hidden content) - plus from safety reasons since anyone trying to reuse those lines would be confused with the additional bonuses the game provides.


 


CPP really cannot add a custom content classes, spells nor feats.


 


Bogdanov, if you want such feats you should try the Players Resources Consortium (PRC), it addes more than hundred new classes, more than hundred new spells and more than hundred new general feats into game. Those you wish specifically arent there but should give you different options with comparable results.


 


Though, automatic mighty for shuriken and sling could be an option for a switch because these are in DnD rules. Not sure about 3.0, but definitely in 3.5. However, the reason why I didnt added this already is because CPP shouldnt become a DnD 3.5 ruleset mod. The current way I do stuff is that when I find something odd/unlogical/or wrong I always refer to DnD rules and if its working differently there I do it. I do not making things up as many thinks.


 


3. Barbarian rages do work with ranged weapons.


4. Wouldnt be doable as a switch - I mean, it can be done dynamically but not seamlessly which is what I always try for.


5. Hmm this seemed to me as a little imbalanced, but no problem to add as an optional switch if players wish (this is a good candidate for switch because its not easy to make a CC to do this - multiple spells and need to modify include library)