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Messages - suddenperihelion

#1
ServerQuestions / Smite Evil!
Aug 16, 2016, 06:54 PM
It's also possible to directly modify the remaining uses of a feat.
#2
whangdoodle Avatar
Actually I think it is time for me to post the answer to the questions which are on everyones mind.

Brock, what sort of things do you play other then NWN with your steam library with WAY too many games (Over 300)?
I am glad you all finally asked. It's true I often play 3 games at once and it has driven me to have an extremely short attention span, but I am changing your question to "Hey what multiplayer games are you down to play?"

Well friends, romans, lend me your ear.

I am down for literally -ANY- table top game conversion. As my prior two posts went. I am down for creating a spontanous blood bowl tournament. I am also willing to crash some orks into some ships in BattleFleet Gothic. I also have Mordheim and probably 3 others which I am forgetting.

I also am down for literally -ANY- 4X. Anyone down for some Civ 5? Maybe some Endless Legend? (Highly recommend btw)

Side from that MOBA's, like everyone else I enjoy a good MOBA. BUt with Leagues Super Toxicity what do I play? Mostly Heroes of the Storm. Though I have been playing a new one call Supernova which is particularly interesting.

Miscellaneous games? Always down to play Warframe, and I've been playing Dungeon Defenders 2 now that the Abyssal Lord has came out.

Now I know what you're thinking "Brock how the heck do I even contact you to play these amazing games?" well I posted my steam. I'll post my Battlenet ID. Skraaj#1660. If you want my Skype to just chill. Well send me a PM.
 I'll take you up on 4X if you like. I have both Civ 5 and Endless Legend as well as a few others.
#3
Maybe you've already seen this, but I saw it recently and it made me smile.

www.instagram.com/pumpkintheraccoon/?hl=en
#4
drakaden Avatar
Actually you don't need an onhit on your weapon to do that, OnPhysicallyAttacked can check if the last attacker has the Feat to do it (If its a passive) and in that case the condition apply itself, in the case of an active feat then the feat is activated, not by means of the weapon.
I tend not to like putting mechanical functionality into AI scripts, because the feature can break if any builder uses a different AI script on the creature, or if the AI is disabled. It's just problematic design.

And OnPhysicallyAttacked happens just as often as OnHit anyway, so you don't actually have any benefit in terms of lag reduction by shuffling it around between one or the other.
#5
I like the idea you are proposing in principle, but the problem with it is that it would require a new temporary OnHit item property to be applied to the weapons. I recall there being an issue with multiple temporary OnHits not stacking...? Of course, you could fix that stacking issue by routing them all through a global OnHit handler (which would, if anything, be LESS CPU-intensive than the other potential fix, which would be having multiple OnHit scripts open and close independently)... But that basically just brings it back to my original proposal.
#6
There isn't, in default NWN, a hook to fire a script when a sneak attack happens. However, you could work around that by using a global OnHit event to check every time an attack happens, then ask if the target is in a sneak attack situation, and if so do extra damage if the target is immune to sneak attack (which would basically be a duplicate of what the engine already does internally).

Duplication tends to be a bit less computationally efficient in terms of use of resources on the host machine, so it wouldn't be my first choice of how to do it. My experience suggests that the overwhelming majority of resource use is generated by AI scripts, and stuff like the global OnHits I have done are essentially negligible in their resource use (Linux has an NWNX plugin that lets you monitor exactly which scripts/processes are eating up resources).

However, I was under the impression that a global OnHit was an architectural choice that C-D had decided against.
#7
Edge Avatar
This is probably the part that is most difficult to do in NWN. Using any action while in Stealth Mode tends to turn it off. Using an item, activating a feat or spell, anything.

Not breaking invisibility is a little easier, since that requires you doing something hostile, but I don't think it's possible to create an activated effect that won't disable Stealth Mode.

And that's hardcoded and blackboxed, I'm 99% sure, so it's probably not something we can change.

Actually the -hardest- part about this proposal is making it work with Pale Masters, as they gain sneak attack immunity as a class feature rather than as an item property.

Nevertheless, I managed to pull it off on another server. So it is technically possible. But it sounds like this is rejected on balance grounds anyhow, so moot point.
#8
Suggestions Archive / Horadric Cube?
Oct 01, 2015, 01:36 PM
I did precisely this for my crafting system on SoT, so I can confirm that it is in principle possible.
#9
Player Announcements / Break
Jul 29, 2015, 03:06 PM
Hello all! I'm taking a break from CD. I'll still be checking these forums though, so shoot me a PM if you need me for something specific and I'll arrange to meet you ingame! :) Also feel free to keep in touch, all you wonderful people!
#10
Edge Avatar
Technically doable, but a massive deal of extra hak work for Vincent.

For every single spell he wanted to make available in that way, he would have to add an extra line in the Cast Spell menu. Then he would have to add, again individually for every single spell, an extra catch in the Brew Potion scripts to make sure it used only the higher level version - and that would have the issue of being very expensive, as the costs are based on the caster level of the Cast Spell option - which I believe was your original complaint. The prices would be higher in this case.

Between updating the haks, adding new resources like tilesets and monsters, and working on classes like Swordmage and Warlock, Vince has a lot on his plate right now, and it's very unlikely this would be added, as the real value of it is very minor. Very few people use Brew Potion, and you can only brew potions of spells of 3rd level spells and lower; anything higher has to be made as an Elixir (which basically functions as a potion "but isn't" because potions can't technically be higher than 3rd level, though we have made several exceptions on CD for various reasons) using Craft Wondrous Item.

Those exotic Special Power potions do not work. They were part of the stuff we carried over from Myth Drannor back in 2005ish, but we do not have the scripts they were attached to anymore. Someone would have to code those properties again from scratch, and I'm not sure anyone really remembers what they did anymore. They're basically just loot for gold now, and don't have any actual use other than being sold.

There's a much easier way to do this for crafted spellcasting items such as wands and potions. Just store the desired caster level as a local variable on the item, and then script the GetCasterLevel function to use that variable for items that have it. This way, you'd only have to do it once, and it'd work for every spell.

This would only take a minor amount of additional scripting work (and no hak work) for a server like CD that already has the underlying infrastructure of a GetCasterLevel hook for other reasons anyway.

However, given that Vincent said it is intentional that player-crafted items use weaker caster levels than p&p rules dictate, the status quo will likely be maintained for balance reasons.
#11
Maybe this already exists, but can we have the server listed on nwnscry, or some other website? That would let us check the server's online status and IP address even if FW is asleep or out of town.
#12
Player Announcements / Potential Goodbye
Jul 06, 2015, 11:45 AM
Glad to hear it! :)
#13
Vincent07 Avatar
As a note:  Changing your name will wipe out your RP XP for your current level.



Hopefully a dm can reimburse the lost xp.

Related question: Do you guys have a database front end set up?
#14
Suggestions Archive / Teleport/Revive Tokens
Jun 28, 2015, 08:19 AM
Valimar Dragonbane Avatar
The whole raise dead thing?  I feel like that's been beat to death in the 10+ years this game has been around.  Would enforcing some sort of mechanical side effect make death mean something?  I don't know.
Pretty much this. I feel like there's a "beating a dead horse" joke to be made here.
#15
Art & Stories / Zilvai CD Character Doodling
Jun 16, 2015, 08:11 AM
Nice! =D