Author Topic: Community Patch discussion and development thread  (Read 21036 times)

Legacy_Shadooow

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« Reply #735 on: June 29, 2015, 06:19:15 am »


               


If I pull the nwnx_patch out of the directory then they work.




must be the effect of the unarmed attack range fix attempt, i pull this experiment out then, for now you can redownload last beta release and take nwnx_patch from there



               
               

               
            

Legacy_Shadooow

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« Reply #736 on: June 29, 2015, 08:14:01 pm »


               

Community Patch 1.72 Beta 8 Released


download


 


Note that the 1.72 beta is (still) dependant on 1.71 as it contains only new and changed files (to keep distributing simple for me). It won't work without it and might cause crashing.


 


To install it, follow as in 1.71 manual installation. Simply unpack the archive into folder with NWN files (thus if you do this right it will want to overwrite bunch of files which you have to confirm). The 1.72 is international, works for all languages as there are no changes in dialog.tlk file yet.


 


To uninstall it, either run 1.69 critical rebuild, 1.71 installation, or manually delete/rename the xp2patch.key file and rename the xp2patch171.key which is included in the 1.72 beta distribution.


 


Neverwinter Nights Community Patch 1.72 beta 8 content:

Fixed broken stuff from previous Patch versions:

- removed compiled version of the ttu01_g15_01 model as it could crash/bug with shiny water enabled under specific graphic cards due to the bug in external model compiler

- due to the overlook the promised fix for losing variables when crafting armor wasn't working

- fixed heads 50-63 textures (these heads aren't accessible normally thats why this issue wasn't found before)

- fixed several highres head textures that were lowres in fact

- fixed levelling up PaleMaster with less than 17/18 sorc/wiz levels taking epic spells (70_mod_levelup)

- new fix for Gedlee's Electric Loop 1damage issue, CPP fixed the issue with stunning the target when 1damage was rolled and improved evasion, turns out that the CPP solution created new opposite issue where the stun roll wasnt attempted if the 1damage was rolled and target failed in the first save

- fixed issue with the possessing of the druid animal companion feature, where they were treated as familiars by the game engine (damaging player upon death etc.)

- temporarily removed the "rotation key fix for base character models" from OTR which unfortunately caused lost of animations on cloaks for dwarfs


 


Revisited features from previous Patch versions:

- changed code for spell immunity workaround that previously considered having a spell effect of polymorph: pixie spell for an immunity to enchantment spell school, now the script will look into skin in order to provide custom content compatibility in case the pixie polymorph had modified skin properties or even when the pixie shape was replaced by another shape

New fixes and features:

Tileset fixes:

tdm01_o13_01 - fixed polygon gaps in stalagmites

ttf01_h07_01 - fixed polygon gap in treetrunk with tilefading enabled

ttf01_p12_01, ttd01_p12_01 - the black coverage polygon added in previous CPP versions didn't properly faded

ttf01_j09_02 - fixed polygon gap in black coverage with tilefading enabled

ttu01_g08_01 - fixed polygon gaps in the wall on sides

tdc01_f19_01 - fixed polygon gaps in black coverage with tilefading enabled

tdt01_a02_03 - fixed polygon gap in between rock and wall

ttu01_f15_01 - fixed polygon gap in black coverage with tilefading enabled

tno01_a51_01 - fixed polygon gap in treefence with tilefading enabled

tde01_b03_01 - fixed polygon gaps in black coverage with tilefading enabled

tdc01_a04_01 - fixed polygon gaps in black coverage with tilefading enabled

tid01_h03_01 - fixed black coverage disappearing in certain camera angles

tts01_s02_01 - fixed polygon gap between stairs and floor, added black coverage to block view from below to above

tts01_t01_01 - vertical black coverage didn't faded properly

 


2DAs:

- polymorph.2da: dexterity of dire panther shape raised by 4 points to make sense and to match its normal version (previously dire panther had -2 con, when the values of normal panther has been swapped however, he had -4 dex)

- iprp_chargecost.2da: allowed to use 0charges/use, 1-5 uses/day and unlimited uses/day on wands (previously only allowed on rods and magestaffs)


 


Spells and spellabilities:

- Remove fear: spell target area changed to the large as per spell's description

- Protection against spells: spell target area changed to the large as per spell's description

- TouchAttackMelee will no longer be performed if a target is a caster himself (which normally won't happen -> solves the problem with harming potions used on self or heal potion used on self while in undead form) (affected spells: all cure spells, all inflict spells, heal, harm, vampiric touch, ghoul touch, slay live)

Scripts:

- nw_i0_spells: when NWNX is enabled, the caster level override/modifier will now be able to work even against monks with high SR

- x2_s2_dyearmor: Fixed losing undroppable/cursed flag after dyeing an item

- x2_im_nextpart: Fixed losing undroppable/cursed flag

- x2_im_prevpart: Fixed losing undroppable/cursed flag

- 70_s3_healkit: poison and disease DC correction (was just random previously, BUT its dependant on CPP new poison and diseage engine)

- 70_s2_disarm: new script that softcodes Disarm and Improved disarm feats allowing to modify what happens with disarmed weapon

- 70_s2_ddstance: new script that softcodes Dwarved Defender's Defensive Stance feat allowing to modify bonuses it adds

- 70_s2_epicrage: externalized function 'CheckAndApplyEpicRageFeats' from x2_i0_spells include into this script in order to make changes into this function independant on recompiling all scripts that calls it (total 11 scripts)


 


Other:

- removed errorneous wing and tail from bodak and orc chief blueprints

- corrected OnDamage script for many summoned creatures

- sea surf small sound object: fixed the interval variation which was incorrectly set to 0.05 instead of 5 seconds

- sea surf large sound object: fixed the volume which was zero before

- fixed Rain Heavy and Rain Light sound objects

- added blueprints for forgotten sound effects from patch 1.69, its 8 sounds and you find them in new category Community Patch in default palette

- new creature blueprints in patch172.hak recategorized, they now appear in brand new category called Community Patch for easier access

Client:

- added desert male head reskin from Yavel (http://neverwinterva...head-143-reskin)

- added colorized elemental shapes icons

- added IMProvments from _six, package improving textures of imps and mephits, however only textures has been added not the models which means the VFX effects are not included


NWNX_Patch and NWNCX_Patch plugins (current version v1.11):

- added spell resistance override feature to fix the longlasting issue with monk SR blocking modified caster level, this feature was created to be used only in MyResistSpell function inside nw_i0_spells library, however it will work outside of that functio too, simply set variable SPELL_RESISTANCE_OVERRIDE int X on a player/creature with a value you want

- softcoded disarm feat into 70_s2_disarm script

- softcoded defensive stance feat into 70_s2_ddstance script


 


 


Notes:


 


1) Defensive Stance when NWN©X is in effect will work a bit differently now, previously a movement command canceled stance and allowed player to move, this is now not possible and player has to cancel stance manually before moving. Its a price for this feature, at least for now untill I find better way to do this.


 


2) Im thinking about including some of the Sixes mephit models along with his textures. I think the only controversial modification are those visual effects, except that the changes on mephits are very small and keep the vanilla look/intent which is what CPP is trying to keep.



               
               

               
            

Legacy_R_TEAM

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« Reply #737 on: July 01, 2015, 04:24:55 pm »


               

Hi,


 


game crashes every time i try to start with the beta8 patch.


with beta7 it works fine.


German NWN version.


Win7 Pro64.


 


Regards


R-TEAM



               
               

               
            

Legacy_Shadooow

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« Reply #738 on: July 01, 2015, 07:51:16 pm »


               

Oh, strange issue as it didnt happened on my PC and it worked but I found out why and fixed it. You can redownload it now, link stays the same.



               
               

               
            

Legacy_R_TEAM

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« Reply #739 on: July 01, 2015, 09:38:30 pm »


               

Hi,


 


yes - it works now ->


Many Thanks !


 


Regards


R-TEAM



               
               

               
            

Legacy_leo_x

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« Reply #740 on: July 03, 2015, 12:07:34 am »


               


3) Linux port of the nwnx_patch plugin.


This is not so important I can release it without it I think as I expect further development of the plugin only anyway. And elven already expressed intent to do this someday, but if there is anyone who is interested in doing this I will send him sources.




 


I'll share my experience on this in case it's of any value... I don't mean to be a debby downer, but when I ported it a long while ago, literally no one cared.  Tho I myself like CPP and what it stands for.



               
               

               
            

Legacy_Shadooow

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« Reply #741 on: July 04, 2015, 03:11:15 pm »


               


I'll share my experience on this in case it's of any value... I don't mean to be a debby downer, but when I ported it a long while ago, literally no one cared.  Tho I myself like CPP and what it stands for.




well thats what i feel like when im working on this project as well sometimes '-_-'


               
               

               
            

Legacy_Shadooow

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« Reply #742 on: July 10, 2015, 01:04:59 am »


               

Ok so the graphic requests I had have been taken care of.


 


The only thing that is really missing is the "key rotation fix in a_ba" that wont break dwarven cloak animations. Aaaand the documentation to all these features from 1.72 which is huge task Im slowly working on.


 


I also moved towards to 2dilate from leo_x as for automatic 2da merging. Its so easy now and user friendly, it let user to decide what to merge and what not (which is controlled by definition design which I tried to divide in a way that anything else than clear fix is in serapate definition).


 


Till I finish documentation there is still a gap for new features and changes you can help me decide with. Now prepare for a huge wall of text, apologies for that but Im trying to explain the issues as close as possible with every detail mentioned. It matters. So there we go:


 


1) I recently found out Ioun Stones are still dispellable. Like wtf I thought they are not. Looking in history, they actually were at first till someone had a problem with this change claiming its huge balance change that will break his environment and so I decided in spirit of a proffesionality to remove this and keep them dispellable.



 


1.70 beta6 notes:


- ioun stones set back to "magical effect" from balance reasons (not everything have to be per rules)



Well, I guess I know why I kept it dispellable. I was admin of Arkhalia PW, lvl 40 high magic loot module where ioun stones were used pretty heavily to reach +12 stats. The problem with ioun stones was that there were lots of dispell traps (no problem with my modification) and also a dungeon where all npcs had holy sword which was able to dispell ioun stone with like 50% chance on each hit (which meant that ioun stones were useless there as the effect was immediately dispelle with a first npc player encountered). Now, while dispelling ioun stones makes no sense in a term of how they work, on Arkhalia PW, the fact that these NPCs were dispelling Ioun Stones turned to be an advantage for the module design as character that wanted to go there had to seek another ways to get +12 or just do it with +10 stat, player simply had to count with this and it made the dungeon harder. So on Arkhalia, while the change makes sense it wasn't really appreciated. I realized that it can be viewed this way even in other modules and different environments. This is why I kept it dispellable.


 


However. Now, the latest 1.72 is featuring a multiscript for all ioun stones. So if builder had really problem with this and wanted to make them dispellable he wouldnt have to modify all 7 scripts one by one, but only one script. So Im thinking maybe it would be worth to make Ioun Stones undispellable as they should be? What do you think guys?


 


2) Removal of the beast racial type.


 


This discussion was already there and it was suggested not to do it but things are bit different now due to the new features of nwnx_patch.


 


So again what is it about. The issue is that the beast race is a remnant of the DnD 3.0 and this race was removed in 3.5 and all beasts were turned into magical beasts. In NWN particulary, the Beast race is very unused and there are only three such creatures, Bulette, Gray Render and Stirge. This wouldn't be any problem at all if there wasn't ranger and his Favored Enemies. Whats a point of having two races where one contains 3 creatures only and another one contains maybe 10. Not even custom content adds more "non-magical beasts". Plus, there wasn't favored enemy feat for oozes which actually unlike beasts has quite good presence in NWN appearance selection.


 


So the plan was swap Ooze race with Beast race, rename the feat from Favored enemy: beasts to Favored enemy: oozes and change Stirge, Gray Render and Bulette to be magical beasts. If you look into few pages back this was suggested not to do from various reasons, but again things are a bit different now with nwnx_patch.


 


nwnx_patch allows to modify which favored enemy feat works for which race. Thus, the actual position of the ooze and beast races could stay, so it won't break any custom content, custom oozes from cep will still be oozes, custom beasts from cep will still be beasts which is major reason why this was throwen out of window. Feat would be renamed (I wouldnt make a worries it could break anyone's game unless its a module kill 1000 gray renders where that Favored enemy could reaaaly get handy!) to "oozes" and the functionality would be maintained via new collumn FavoredEnemy in racialtype.2da and NWNX.


 


The only disadvatage I see is that it won't work for players playing on a server without CPP or playing without NWNX. There is nothing I can do to make it work on servers without CPP its server-side, the fact it won't work without NWNX is a bit sad but its a price for a custom content compatibility (whereas previously suggested solution would work without NWNX, but since the CEP oozes would technically turn into beast race it would work reliably only in vanilla content module anyway). So what do you think, still too controversial?


 


EDIT: another option would be to create a new feat for oozes. The small problem here is that if player tries to take this feat in a server not using CPP it wont let him level up and print and error but nothing serious except that won't happen.


 


3) And again the Contiunous Light!


 


I don't like current solution. The idea is very good and its a nice example that CPP allows to modify item cost via script without hak or nwnx, but due to the way how item cost is calculated I don't think its even possible to create an alghorithm that will maintain the same cost. The problem is that my script is actually making the item cost less than before. Either this or I can modify it so it will be still more than previously and it will still generate some profit (almost 0 on mundane items, still enough on magic items of already high value). Neither solution is perfect and other solution are even worse. Make it temporary nah - wont match the description then, change light itemproperty cost (too many side effects unusable for CPP as it would heavily altered custom content).


So Im thinking about changing it back to the stolen flag. Now why. First, every serious multiplayer module has this spell already modified, disabled etc. So they don't have to care about this change in CPP at all as their script gets priority (and be a little serious here, PWs arent willing to install this patch and even if they were then they are using 1.71 in which it has stolen flag already (it was changed in 1.72 beta on player suggestion). Second, I could provide the switch to change this behavior ingame via PC Widget tool. The switch was there in 1.70 but then I decided that making a switch for a single spell/single feature especially such that is like changing one line in spellscript is not worth to make a "module switch". This make sense because given to the number of changes CPP does, every second could have a switch and in the end we would end up with 1000 switches and who would want to go over all of it and find a single switch he wants? But since this is issue for a players they are not able to modify script. So either they have to download override package or I have to provide the switch for them. Switch seems to me as an easier solution. So what do you think, is this enough of a compromise?


 


4) Tileset animloops.


 


In past I was working on the simple tile modifications that allowed to remove certain features like plants, evil symbols, items on the tables and similar stuff via animloop feature. Sadly this feature is not toggleable ingame (actually it can be but there is a little problem with client synchronization, which I might be able to provide too in future), but it still allows builder to add more variability into areas. Problem with this feature is that from some strange reason, this can't be used as override/patch as it might randomly crash a game (especially after area loading).


 


But I can still add these tiles into hak version. I don't know how big interest is in using patch170/1/2.hak but if there is anyone who would like this feature there are absolutely no disadvantages for this. And those who don't want to add patch172.hak into their module (as it would force players to download and install my patch which is really needless and neither I wouldn't do that in my module) still anyone with custom haks could just add patch172.hak content into their haks and get this functionality without the CPP requirement on the player side.


 


Link to few images of this features. (I already got this feature working in dungeon tileset and city interior)


 


5) Detect Evil paladin ability.


 


This is something I probably didnt add into documentation, This ability actually exists in the game but its unfinished. Yet, I completed the spellscript, and I provided valid values into 2da. So its now 100% working just not added into paladin abilities. It is not added from a simple reason. This should be a feat and as new feat I expect there would be huge issue with servers not running on CPP. Like player character would be refused by server for too many feats.


 


Now the thing is I might know a way to workaround this. First is something I get idea just now, so I wont bother you with details. Second method is adding this ability not as a feat but as a paladin-only spell. This wouldnt be so good of course but still could be nice to have. This spell doesn't have much usage its more a roleplay thing but I guess players might like it anyway. Would you like it or I should not bother?


EDIT: ok so the first method doesnt work, it doesnt matter the feat is invalid/nonexistional, player wont be allowed to join server/level up anyway. So it would have to be spell to make it compatible in multiplayer.



               
               

               


                     Modifié par Shadooow, 10 juillet 2015 - 02:23 .
                     
                  


            

Legacy_Gruftlord

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« Reply #743 on: July 11, 2015, 10:57:18 am »


               

Nice to see things are shaping up. As for your question; you know i usually side with the conservative approach to cpp.


 


If it introduces something new, make it toggleable. Standard setting so that builders who don't want the new feature do not need to change anything.


Try to have compatibility between versions as the highest deciding factor and avoid workarounds. This stuff is better released as separate downloads (like 'Shadooow's working Detect evil feat')


 


I know that on the RP server FR Cormyr, no rp of Detect evil is allowed, because the ability is overpowered and hard to make for fun pvp rp. Not sure they might even be interested in a working detect evil spell. And if rp servers aren't, then who is? In a sp module the benefit is only usefull in conversation, and there it is well enough faked anyway, if needed.



               
               

               
            

Legacy_Shadooow

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« Reply #744 on: July 12, 2015, 12:24:18 am »


               

Yea you are right, I realized there is too much effort to make Detect Evil works.


 


It cant be added automatically on level up due to the compatibility issues.


The dialog.tlk is missing lines for this ability, the line that should hold name holds <DELETED>.


The only way to do this within Community Patch would be to make it unselectable and add it into bonus feat itemproperty and then allows to add this feat on skin via PC Widget tool. While this workaround has absolutely no side effects, the ammount of work and modifications required for having this feat with basically no usage is too much to be worth it.


 


BTW: I found out that favored enemy feat modification doesn't work. It will be fixed in new version of nwnx_patch.



               
               

               
            

Legacy_Shadooow

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« Reply #745 on: July 13, 2015, 05:59:14 am »


               

NWN©X_Patch update v.12


 


Download


 


- fixed nonfunctional FavoredEnemyFeat feature and FE_MODIFIER variable (again for those who missed it in previous patch notes, classes.2da now has new collumn FavoredEnemyFeat which controlls feat that is checked for when deciding whether is PC target his favored enemy. FE_MODIFIER is then integer variable that can modify the PC favored enemy bonus. So you will be able to make an item that improves favored enemy bonuses or feat that does the same.


- added some more debug informations to make bugtracking easier


- enabled Spontaneous Casting for other classes than cleric, this is controlled by already existing collumn in spells.2da SpontaneouslyCast, where value is now ID of class that can cast the spell spontaneously. 10 = Wizard, 3 = Druid, 2 = Cleric. Value of 1 will for compatibility reasons works as Cleric, obviously. Bard and Sorcerer are not able to use this anyway since they already cast spontaneously and everything. Its not possible to select more than one class but if you would want to make a spontaneous spell for both cleric and druid for example you can always create a two version of that spell, one that will be in druid spellbook one that will be in cleric spellbook only.


EDIT: this can't be really used on servers with no haks. Player needs a modified spells.2da in order to be able to cast it, so just this 2da in override won't work unfortunately.


 


Note, due to the way how spontaneous casting works in multiplayer, player will not be able to cast spontaneously anything else than cure spells without NWNCX and nwncx_patch plugin. Obviously, player who will be able to cast spontaneously will not be able to do that on server that doesn't have this plugin. It will return error message that character has no uses of that spell left.


 


The download comes with spells.2da where Summon Animal I - IX has been modified to be able to cast spontaneously with druid (as in PnP 3.5). This modification will probably not be added into Community Patch though. (Or should be?)



               
               

               
            

Legacy_Shadooow

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« Reply #746 on: July 22, 2015, 11:31:34 am »


               

Just reporting some goodies I've done because its too early to release new beta.


 


1) 2 hidden visual effects restored, question mark and exclamation mark - image


 


2) new icons for spellbook and radial menu metamagic - image Suggestion needed about color, is it ok, or should it be colored? If so how, a yellow-brownish to match with previous star image/spell level icon or just any color combinations to match colored spells? EDIT: lol just realized that what I described here as vanilla is 1.71, vanilla has colorless icons of class and spells of course '<img'> sorry for that mislead.


 


3) bard song and curse song lvl 30 song changed to +3ab +4dmg +4will +3fort +3ref +48hp +7ac +18skills, that is +1ab,dmg,will,fort,ref. This modification is from balance reasons, as there is not enough reasons to build a lvl 30+bard and lose powers from various multiclassing possibilities especially when you have to get 100! ranks in perform to be able to sing this song. This modification comes from epic action server where it was playtested and prooved to be well designed and well thought.


 


4) new set of spell related variables to modify spell damage cap:


ITEM_DAMAGE_CAP_OVERRIDE


ITEM_DAMAGE_CAP_MODIFIER


SPECIAL_ABILITY_DAMAGE_CAP_OVERRIDE


SPECIAL_ABILITY_DAMAGE_CAP_MODIFIER


SPELL_DAMAGE_CAP_OVERRIDE


SPELL_DAMAGE_CAP_MODIFIER


Damage Cap is a mechanic from fireball spell and alike. Whenever spell does 1kX per level to max XkX (fireball 1k6 up to 10k6), the maximum can be modified by these variables to anything you like. Override will override cap of all such spells, modifier will add-substitute from already existing cap.


This feature is mainly designed in order to allow create an epic bosses that can deal more damage via standard spells without need to modify that spell script at all.  But it can also be used to create a feat such as Enhance Spell etc.


Note: this does not allow to increase cap of combat spells like divine favor, cap of defensive spells like barkskin, cap of spells that does direct damage like 2k6+1 per level max +5, number of missiles from Isaacs and neither it will allow to change a direct limits like 100HP for Power Word Kill. These all are by my understanding different mechanics which I might add later if desired.


 


5) New set of spell related variables that allows to modify a single spell:


X_CASTER_LEVEL_OVERRIDE


X_DC_OVERRIDE


X_METAMAGIC_OVERRIDE


X_DAMAGE_CAP_OVERRIDE


Can be used on both item and caster, the X is an ID of the spell, 87 implosion, 58 fireball and so on, spell ID can be found in spells.2da.


This variable allows to modify only single spell when you want to keep others intact, or you want to make one spell more powerful than others.


 


New NWNX features:


1) softcoded Quivering Palm ability


2) softcoded Attack of Opportunity - a script 70_s2_aoo will run anytime character gets attack of opportunity, where it can be blocked by builder or CPP which sets these rules: aoo will not be performed if character is currently casting spell, performing rogue skills or holding magic staff, wand, rod in his right hand


 


Further plans:


- allow detach stun and paralysis from mind immunity via NWNX (anyone who knows where to start PM me, I am a bit lost currently


- add more spell variables to allow modify spell range, spell duration (round/turn/hour) and various spell limits, possibly also exchange vanilla evasion function for new one that would easily allowed to implement 3.5 evasion rules (currently not so easy to do and require adding all spellscripts into module, mass replace and recompile)


- possibly add a recolored protection good/evil visual effects from vault to "fix" protection vs chaos and law whose visuals are missing in game since these spells were removed from final release in the end (this doesn't mean I intend to add these spell variants, I only want to help builders who would like to do this but it won't be by no means added as a "default")



               
               

               
            

Legacy_Philos

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« Reply #747 on: July 25, 2015, 04:17:06 am »


               

1) Ioun Stones


I think making them undispellable. This is how they should be.


 


2) Removal of the beast racial type.


I'd leave it as is, a server can change it if they would like to fix it.


 


3) And again the Contiunous Light!


I like the download an override package. That way it can be setup either way, less switches I think is better.


 


4) Tileset animloops.


Love the idea, but we don't want to force others to use the patch haks.


 


5) Detect Evil paladin ability.


Set it up as feat and let servers put it in if they want. I like it and will probably be adding it.


Since we don't use the server enforce legal characters it will not be a problem for servers that want it.


               
               

               
            

Legacy_Philos

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« Reply #748 on: July 25, 2015, 04:25:10 am »


               


Just reporting some goodies I've done because its too early to release new beta.


 


1) 2 hidden visual effects restored, question mark and exclamation mark - image


 


2) new icons for spellbook and radial menu metamagic - image Suggestion needed about color, is it ok, or should it be colored? If so how, a yellow-brownish to match with previous star image/spell level icon or just any color combinations to match colored spells? EDIT: lol just realized that what I described here as vanilla is 1.71, vanilla has colorless icons of class and spells of course '<img'> sorry for that mislead.




 


Nice additions, especially the metamagic icons!


 


 




3) bard song and curse song lvl 30 song changed to +3ab +4dmg +4will +3fort +3ref +48hp +7ac +18skills, that is +1ab,dmg,will,fort,ref. This modification is from balance reasons, as there is not enough reasons to build a lvl 30+bard and lose powers from various multiclassing possibilities especially when you have to get 100! ranks in perform to be able to sing this song. This modification comes from epic action server where it was playtested and prooved to be well designed and well thought.




 


I'm fine with this adjustment.


 


 




4) new set of spell related variables to modify spell damage cap:


ITEM_DAMAGE_CAP_OVERRIDE


ITEM_DAMAGE_CAP_MODIFIER


SPECIAL_ABILITY_DAMAGE_CAP_OVERRIDE


SPECIAL_ABILITY_DAMAGE_CAP_MODIFIER


SPELL_DAMAGE_CAP_OVERRIDE


SPELL_DAMAGE_CAP_MODIFIER


Damage Cap is a mechanic from fireball spell and alike. Whenever spell does 1kX per level to max XkX (fireball 1k6 up to 10k6), the maximum can be modified by these variables to anything you like. Override will override cap of all such spells, modifier will add-substitute from already existing cap.


This feature is mainly designed in order to allow create an epic bosses that can deal more damage via standard spells without need to modify that spell script at all.  But it can also be used to create a feat such as Enhance Spell etc.


Note: this does not allow to increase cap of combat spells like divine favor, cap of defensive spells like barkskin, cap of spells that does direct damage like 2k6+1 per level max +5, number of missiles from Isaacs and neither it will allow to change a direct limits like 100HP for Power Word Kill. These all are by my understanding different mechanics which I might add later if desired.




I love the spell casting adjustments, really allows us to enhance classes and feats. Keep these coming!


 


 




New NWNX features:


1) softcoded Quivering Palm ability


2) softcoded Attack of Opportunity - a script 70_s2_aoo will run anytime character gets attack of opportunity, where it can be blocked by builder or CPP which sets these rules: aoo will not be performed if character is currently casting spell, performing rogue skills or holding magic staff, wand, rod in his right hand




The more softcoded features we get the more I want! Attack of Opportunity is amazing!


 


 




Further plans:


- allow detach stun and paralysis from mind immunity via NWNX (anyone who knows where to start PM me, I am a bit lost currently


- add more spell variables to allow modify spell range, spell duration (round/turn/hour) and various spell limits, possibly also exchange vanilla evasion function for new one that would easily allowed to implement 3.5 evasion rules (currently not so easy to do and require adding all spellscripts into module, mass replace and recompile)


- possibly add a recolored protection good/evil visual effects from vault to "fix" protection vs chaos and law whose visuals are missing in game since these spells were removed from final release in the end (this doesn't mean I intend to add these spell variants, I only want to help builders who would like to do this but it won't be by no means added as a "default")




Detach stun and paralysis from mind immunity is fine, I'm not in a rush to get this.


 


More spell variables are great, this allows us to add more and better classes and feats.


 


Recolored protection visual effects are nice and I would like them.


 


Love all the work to help open up the game! 


               
               

               
            

Legacy_werelynx

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Community Patch discussion and development thread
« Reply #749 on: July 26, 2015, 05:17:14 pm »


               

Couple posts above there was a question in regard to font.


http://www.dafont.com/neverwinter.font


Did you mean NWN font?