Player Resource Consortium
Neverwinter Nights => General Discussion => Topic started by: william_iii on December 11, 2011, 08:39:49 PM
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Not for speed up. Just let u know that we're still looking forward to ur work. ??(Come on ;D), Great xwarren!
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The most complicated change in 3.5 final is ToB initiating system edit - I've changed 2da formatting and rewrote some internal functions (should be cleaner and faster now). The downside of this change is that old ToB characters won't be compatible with PRC 3.5.
But Crusaders granting is now fixed and prestige classes should be handeled properly (ie. JPM will only be able to learn maneuvers from Desert Wind and Devouted Spirit disciplines).
Note: I haven't edited idividual maneuver scripts - there might be still bugs there.
I've compiled everything and I'm testing new version now. It should be out in a few days.
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sounds great xwarren! do u know the list of characters we will have to remake after 3.5 final ? i mean, the list of prc classes that are not compatible
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You'll have to remake characters using Tome of Battle classes (crusader, swordsage, warblade). Other characters should be OK.
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so it's just me alone who got issues with tob prestige classes ? :'(
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so it's just me alone who got issues with tob prestige classes ? :'(
No, everyone will. He made a pretty significant change to how they work.
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so it's just me alone who got issues with tob prestige classes ? :'(
I tested tob prestige classes and those work as intended (regarding maneuvers/stances known)
Deepstone Sentinel
Jade Phoenix Mage
Bloodclaw Master
Shadow Sun Ninja script checked ToB base class level instead of SSN level, so number of maneuvers/stances gained from this class will be incorrect.
Ruby Knight Vindicator and Master of Nine were not hooked to EvalPRCFeats(). I assumed all ToB classes were added to that function (scripts are there) but I noticed that class specific scripts were not executed for those 2 classes.
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:o no wonder then, the tob prcs i played, are the one with issues ( ssn, jmp, mo9) ... i'm still sure, bloodclaw master didn't work well for swordsage @@ but worked for warblade ... ah and you forgot the best tob prc there >o Eternal Blade xD didn't work for me too.
ps: irrelevent, but prefer here instead of making a new topic. Great reach (from warlock/arcane prc class) somehow doesn't add your stat mod to DC ... tested dread necro spells with (200 cha i think) 49 mod *_* and still got the same DC as a +3 mod (16 cha)
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ps: irrelevent, but prefer here instead of making a new topic. Great reach (from warlock/arcane prc class) somehow doesn't add your stat mod to DC ... tested dread necro spells with (200 cha i think) 49 mod *_* and still got the same DC as a +3 mod (16 cha)
I think I fixed it (*blast spells have the same DC as spells cast normally). Thanks for reporting.
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Is the DC fix released? 3.5 rc1 was released on 26Dec2011, but your comment on fixing the DC issue is on 13Jan2012.
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3.5 final has yet not been released, i know xwarren was providing some punctual fixs but no final 3.5 version
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I fixed the scripts but haven't released the fix anywhere.
Here it is:
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hi guys, i was wondering when we could access to final 3.5, i know uve been working on some separate updates!
waiting forward to this!
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I'm in testing phase at the moment. If everything is well 3.5 will be up next week.
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Awesome! Need some help testing?
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Awesome! Need some help testing?
Sure. Here's the pack compiled on satuarday: http://speedy.sh/SVkjb/prc3.5test.7z.
I've modified PRCGetCasterLevel() and saving throw functions, wrote new function for bonus domain casting, rewritten PnP xp system and added some new spells.
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Cool, I'll give her a go
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Ever have any luck fixing the problem with PRC touch attack rolls going up against toolset-added AC and failing horribly against some of the ridiculous bioware enemies, like the "these dragons are too easy let's give them +30 god damn AC there all better" snow globe dragons? I did a workaround in my current version where I just bypass to the normal touch attack function, so it's no big deal, but just wondering.
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Ever have any luck fixing the problem with PRC touch attack rolls going up against toolset-added AC and failing horribly against some of the ridiculous bioware enemies, like the "these dragons are too easy let's give them +30 god damn AC there all better" snow globe dragons? I did a workaround in my current version where I just bypass to the normal touch attack function, so it's no big deal, but just wondering.
No, I have no idea how to fix this (without nwnx). Does your workaround can be used in single player mode?
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Yes, because it's a brute force that sacrifices PRC functionality, such as weapon finesse applying to melee touch attacks, ray weapon spec, who knows what else. But if you're playing in a campaign where AC bonuses are used, abused, and abused some more, you come out on top. It's been awhile, but a quick diff and I think the only thing I did was change prc_inc_sp_tch.nss in include, replacing the two occurrences of the GetAttackRoll calls, namely:
int nResult = GetAttackRoll(oTarget,oCaster,OBJECT_INVALID,0,nAttackBonus,0,nDisplayFeedback,0.0,TOUCH_ATTACK_RANGED_SPELL); //line 17
int nResult = GetAttackRoll(oTarget,oCaster,OBJECT_INVALID,0,nAttackBonus,0,nDisplayFeedback,0.0,TOUCH_ATTACK_MELEE_SPELL); //line 32
with these two code blocks respectively:
int nResult;
if (oCaster == OBJECT_SELF)
{
nResult = TouchAttackRanged(oTarget, nDisplayFeedback);
}
else
{
nResult = GetAttackRoll(oTarget,oCaster,OBJECT_INVALID,0,nAttackBonus,0,nDisplayFeedback,0.0,TOUCH_ATTACK_RANGED_SPELL);
}
int nResult;
if (oCaster == OBJECT_SELF)
{
nResult = TouchAttackMelee(oTarget, nDisplayFeedback);
}
else
{
nResult = GetAttackRoll(oTarget,oCaster,OBJECT_INVALID,0,nAttackBonus,0,nDisplayFeedback,0.0,TOUCH_ATTACK_MELEE_SPELL);
}
Now, I remember this as working right, but looking at it I can't really remember what the purpose is of that if statement. So who knows...
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I have not had time to delve deep enough into nwscript to figure this out on my own, but couldn't you add the target's natural AC bonus and AC bonus to the attacker's touch attack roll? This would negate the target's natural AC and AC bonus effectively getting you back to what the touch AC should be.
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I have not had time to delve deep enough into nwscript to figure this out on my own, but couldn't you add the target's natural AC bonus and AC bonus to the attacker's touch attack roll? This would negate the target's natural AC and AC bonus effectively getting you back to what the touch AC should be.
I wish it was that simple. Toolset AC is not natural AC - anyway the question is how to get the amount of that bonus. We could probably calculate characters AC in the script (ie 10 base + Dex mod + equipment + spells) but that's very complicated and not always accurate :(
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Perhaps a PRC switch for a simple touch AC cap, defaulting to uncapped (current functionality)? For most uses, simply setting it to 20-30 will allow you to beat enemies with ridiculous toolset AC values without affecting the rest of the game.
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Nice to see this is still being worked on. 3.5 final will probably get me back into the game. Thanks xwarren.
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But Crusaders granting is now fixed and prestige classes should be handeled properly (ie. JPM will only be able to learn maneuvers from Desert Wind and Devouted Spirit disciplines).
This is probably too late, but the Crusader's maneuver system seems like it really bugs out if there's a lull in combat - which is not a good thing, since using maneuvers can cause this to happen accidentally. It's not at all good to have your maneuvers reset when you're in the process of using a maneuver, effectively wasting your turn.
The Crusader's delayed damage pool also doesn't seem to reduce damage at all, which leads to incredibly annoying fights around level 4 where you take way more damage than you're intended to.
Crusader Strike and its later versions don't actually heal anyone and I think it's related to the alignment requirement on the maneuver because Martial Spirit actually does work.
Also an unrelated issue. Draconic Claw and Dragon Tail seem to both be broken. The former's claws get added to my character sheet, but they never make the extra attacks - and the latter just never shows up at all.