Author Topic: Poison/Disease DC  (Read 307 times)

Legacy_Orosian

  • Newbie
  • *
  • Posts: 6
  • Karma: +0/-0
Poison/Disease DC
« on: December 29, 2010, 10:27:40 am »


               I am currently using if (GetHasEffect(EFFECT_TYPE_*, oPC)) to determine if a player has disease or poison, and want to then have a fortitude check - failure of which would give a penalty to the player.

Whilst that is good for detecting whether they have a disease or are poisoned, what I would really like is to be able to detect the potency of it and then have the DC of the fortitude save scale accordingly.

If anybody knows how to accomplish this I would be very grateful.
               
               

               
            

Legacy_FunkySwerve

  • Hero Member
  • *****
  • Posts: 2325
  • Karma: +0/-0
Poison/Disease DC
« Reply #1 on: December 29, 2010, 07:51:54 pm »


               DC checks are in the 2das, unfortunately. You'd have to edit them to alter the dc checks made when diseases/poisons are applied, though I'm not certain it'd work serverside, not having tested it (though I suspect it will).

Alternatively, if you just want to apply an ADDITIONAL penalty, you can do a second fort save for that, independent of the hardcoded one - is that what you mean? If you just want to tell what poison or disease they have, that is unfortunately not possible in vanilla nwn, so far as I know.

If you're using nwnx_structs, you could almost definitely do this by looking at the effect struct.

Here's an old thread on the subject:
Click Me

Funky
               
               

               


                     Modifié par FunkySwerve, 29 décembre 2010 - 07:52 .
                     
                  


            

Legacy_Orosian

  • Newbie
  • *
  • Posts: 6
  • Karma: +0/-0
Poison/Disease DC
« Reply #2 on: December 30, 2010, 11:25:58 am »


               It's more like the latter, and at the moment there is a fixed DC as I cannot deduce which type of poison/disease it is. The problem with a fixed DC is that it can be too high or too low for a player. As there seems to be no way of doing this then I'll just have to put my creative gloves on.

Thanks for the reply.
               
               

               
            

Legacy_Orosian

  • Newbie
  • *
  • Posts: 6
  • Karma: +0/-0
Poison/Disease DC
« Reply #3 on: January 12, 2011, 09:44:47 am »


               May I ask if there is a way of fetching or calculating the base saving throws? The command GetFortitudeSavingThrow, despite saying it fetches the base saving throw, still includes any bonuses from items. I'd like to be able to differentiate.