Player Resource Consortium
Neverwinter Nights => Spells, Feats, and Skills => Topic started by: Gahlo on October 06, 2009, 04:05:49 PM
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The server that I play at is banning the Swashbuckler/Wizard/Bladesinger build that I have been playing there for a couple years. I talked with the head admin and he said he won't ban it if I could get him a script that caps the Insightful Strike bonus Swashbuckler level. I know nothing about scripting so I asked my friend on the server to look into it for me. He said he wouldn't know how to mess with it. Can I get some help?
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The server that I play at is banning the Swashbuckler/Wizard/Bladesinger build that I have been playing there for a couple years. I talked with the head admin and he said he won't ban it if I could get him a script that caps the Insightful Strike bonus Swashbuckler level. I know nothing about scripting so I asked my friend on the server to look into it for me. He said he wouldn't know how to mess with it. Can I get some help?
That is pretty silly considering all the restrictions already on that class ability.
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The server that I play at is banning the Swashbuckler/Wizard/Bladesinger build that I have been playing there for a couple years. I talked with the head admin and he said he won't ban it if I could get him a script that caps the Insightful Strike bonus Swashbuckler level. I know nothing about scripting so I asked my friend on the server to look into it for me. He said he wouldn't know how to mess with it. Can I get some help?
That is pretty silly considering all the restrictions already on that class ability.
Unfortunately I gotta roll with the punches on this one.
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The server that I play at is banning the Swashbuckler/Wizard/Bladesinger build that I have been playing there for a couple years. I talked with the head admin and he said he won't ban it if I could get him a script that caps the Insightful Strike bonus Swashbuckler level. I know nothing about scripting so I asked my friend on the server to look into it for me. He said he wouldn't know how to mess with it. Can I get some help?
That is pretty silly considering all the restrictions already on that class ability.
Unfortunately I gotta roll with the punches on this one.
Any reason given for the ban?
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This whole thread should probably be in the Help forum & not this one.
The script is prc_swashdam.nss in the prc_scripts.hak file.
#include "prc_spell_const"
#include "prc_feat_const"
#include "prc_alterations"
void main()
{
object oPC = PRCGetSpellTargetObject();
object oRight = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
int iDamageType = (!GetIsObjectValid(oRight)) ? DAMAGE_TYPE_BASE_WEAPON : GetItemDamageType(oRight);
int nInt = GetAbilityModifier(ABILITY_INTELLIGENCE, oPC);
int nBonus = (nInt > 5) ? nInt + 10 : nInt; //more efficient int conversion
PRCRemoveEffectsFromSpell(oPC, GetSpellId());
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(nBonus, iDamageType), oPC);
}
I think nBonus is the one you want to get your friend to cap. This will have to be compiled with the module & then put in the servers top hak to function properly. At least that's how I understand it.
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The server that I play at is banning the Swashbuckler/Wizard/Bladesinger build that I have been playing there for a couple years. I talked with the head admin and he said he won't ban it if I could get him a script that caps the Insightful Strike bonus Swashbuckler level. I know nothing about scripting so I asked my friend on the server to look into it for me. He said he wouldn't know how to mess with it. Can I get some help?
That is pretty silly considering all the restrictions already on that class ability.
Unfortunately I gotta roll with the punches on this one.
Any reason given for the ban?
My guesses:
Admin is :
1.) Tired of watching his critters get schooled by this somewhat uber build.
2.) If in a PvP module, tired of getting his alts spanked over & over by this somewhat uber build. Either that or tired of getting complaints from other players that are getting spanked.
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He wanted to cut down on multiclass build running off of a single state because they get too potent for the lower magic setting that we will be transitioning to.
Thanks for helping guys, and sorry for putting this in the wrong place. ^_^'
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I was going to say that the AB on this build is probably pretty bad if it does so much int-based damage, but then I noticed this...
int nBonus = (nInt > 5) ? [color=#990000]nInt + 10[/color] : nInt; //more efficient int conversion
Why is it dealing TEN extra damage? No wonder he thought it was overpowered! "More efficient int conversion" ? WTF?
Also, two more things: I'm pretty sure this damage will be multiplied by a critical hit, and it works against critical-/sneak-immunes (contrary to the feat's description). I think it needs to be changed to an on-hit effect to fix this.
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I was going to say that the AB on this build is probably pretty bad if it does so much int-based damage, but then I noticed this...
int nBonus = (nInt > 5) ? [color=#990000]nInt + 10[/color] : nInt; //more efficient int conversion
Why is it dealing TEN extra damage? No wonder he thought it was overpowered! "More efficient int conversion" ? WTF?
Also, two more things: I'm pretty sure this damage will be multiplied by a critical hit, and it works against critical-/sneak-immunes (contrary to the feat's description). I think it needs to be changed to an on-hit effect to fix this.
Not really, with a minimum 16 BAB, access to Greater Heroism and Mantle AB buffs(combined +8), buffing STR or DEX (which ends up being another +8), and GMW(+5) it has a lot of ways too boost it.
With my current build at level 28 his AB gets up to 45 before Song of Fury.
I never noticed an extra ten damage, unless the added ten isn't shown on the character sheet. It doesn't "work" against immune/undeads since it heals for the assigned bonus before the damage is dealt. Kinda gets annoying with resistances..
Char with int bonus +10 hits a undead with 5/- piercing
Undead heals +10HP
Hits for say, 13(10 + 3 on a 1d6)
Applies damage reduction/resistance: 13-5=8
Net: Undead heals 2HP =[
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Oops, I guess I should have checked the actual scripts before posting. Actually, those are some of the most convoluted feat scripts I've ever seen.
Anyway, regarding the build, I haven't thought much about it, but IMO on a balanced world it should have zero offensive magic capability, somewhat less damage than any fighter, and very low HP, with the only possible advantages being mediocre AC, some buffs and epic spells. And unless you Tenser'ed to qualify for Bladesinger most other race builds should come out on top.
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No offensive magic unless you choose to slot some, bonus spell slots from int makes it insane. Normal hits are in the 50's and crits can go into low 100's. At 28 with toughness, rerolling for full, and all the con buffs hp goes into low 400's. AC goes into mid 70's.
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Oops, I guess I should have checked the actual scripts before posting. Actually, those are some of the most convoluted feat scripts I've ever seen.
Anyway, regarding the build, I haven't thought much about it, but IMO on a balanced world it should have zero offensive magic capability, somewhat less damage than any fighter, and very low HP, with the only possible advantages being mediocre AC, some buffs and epic spells. And unless you Tenser'ed to qualify for Bladesinger most other race builds should come out on top.
That's actually a pretty powerful build, I played thru either Darkness Over Daggerford or Eye of the Beholder with something similar. Remember, if you can cast IGMS, you're always going to have some offensive magic capability if you need it.
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As long as IGMS isn't resisted every time ;). I always preferred servers that make half-casters ineffective so that they don't dominate everything. (For a PRC server I would probably extend that to 3/4 casters).
I guess I just prefer "straight" builds -- when a single dispel (or UMD'ed Mord.) ruins your day because your caster level sucks, and when you fail every devcrit, DA, and Implosion roll because your fortitude sucks, your use is really limited. But maybe I'm too skeptical, perhaps the build does actually rock, in PvE probably even more so.
I figured out what that +10 damage was for. As it turns out, the first parameter to EffectDamageIncrease isn't a damage amount, but an index to a damage bonus constant (http://nwn2.wikia.com/wiki/DAMAGE_BONUS_*).
Limiting the bonus amount to the class level is simple. Change the following line in the script DM Heatstroke posted:
int nBonus = (nInt > 5) ? nInt + 10 : nInt; //more efficient int conversion
...to:
int nLevel = GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oPC);
int nBonus = (nLevel > nInt) ? nInt : nLevel;
nBonus = (nBonus > 5) ? nBonus + 10 : nBonus; //more efficient int conversion
And two more observations:
1. Damage from this feat is multiplied by criticals. Calling this absurd is an understatement. Maybe someone more familiar with D&D rules than me can offer their opinion on this?
2. I think this feat will break if your intelligence modifier is over 20.
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As long as IGMS isn't resisted every time ;). I always preferred servers that make half-casters ineffective so that they don't dominate everything. (For a PRC server I would probably extend that to 3/4 casters).
I guess I just prefer "straight" builds -- when a single dispel (or UMD'ed Mord.) ruins your day because your caster level sucks, and when you fail every devcrit, DA, and Implosion roll because your fortitude sucks, your use is really limited. But maybe I'm too skeptical, perhaps the build does actually rock, in PvE probably even more so.
Caster level is only -8 from max( -3 from swashbuckler, -5 from bladesinger's even levels), -4 after practiced spellcaster, "-2" after spell girding. I constantly have a buffed fort save of 30+ so implosion and Dev Crit aren't a huge problem.
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And two more observations:
1. Damage from this feat is multiplied by criticals. Calling this absurd is an understatement. Maybe someone more familiar with D&D rules than me can offer their opinion on this?
2. I think this feat will break if your intelligence modifier is over 20.
1.) The PRC devs strive to stay as close as possible to 3e D&D, so it's probably supposed to do that.
2.) How so? Should only be possible to get that high with the high ELC races, but still possible.
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Traditionally the advantage of fighter types is that they have PA/IPA putting their damage range generally outside that of most hybrid builds. But this feat, benefiting from criticals -- it's like a free IPA (and more) with no drawback. It just seems majorly unbalanced. A well-built character with this feat could easily out-damage anything but a smiter or CoT scythe build.
Plus the feat description to me implied it won't be multiplied, but I could be very wrong about that.
About it breaking: I think damage bonuses are capped at +20, and the script doesn't take that into account. But who would have a modified 50 intelligence? I think only a Warblade with its int-to-attack feat.
edit: I just noticed that the Warblade isn't implemented. Either that or it's missing some feats. Too bad, I wanted to make one for some time now.
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edit: I just noticed that the Warblade isn't implemented. Either that or it's missing some feats. Too bad, I wanted to make one for some time now.
Weird. Pretty sure it was selectable in 3.3E or F.
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I was wrong. I guess I didn't search the scripts hard enough.
100 int + Battle Mastery + Avalanche of Blades = totally awesome.
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100 int
Say what?!
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Who knew, illithid elder brains are perfectly suited as warblades! :D Makes a little sense if you recall the brain bug (http://en.wikipedia.org/wiki/Bug_%28Starship_Troopers%29#Castes_of_bugs).
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My friends have been trying this out in a tophak to try and fix it, but it is just ignored and goes to the default version. We tested that by adding a line to this that would make the character say something when IS fired.
Can anybody see what we're doing wrong or...?
#include "prc_spell_const"
#include "prc_feat_const"
#include "prc_alterations"
void main()
{
object oPC = PRCGetSpellTargetObject();
object oRight = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
int iDamageType = (!GetIsObjectValid(oRight)) ? DAMAGE_TYPE_BASE_WEAPON : GetItemDamageType(oRight);
int nInt = GetAbilityModifier(ABILITY_INTELLIGENCE, oPC);
int nBonusHold = (nInt > 5) ? nInt + 10 : nInt; //more efficient int conversion
int nSwashLevel = GetLevelByClass(60,oPC);
if (nInt > nSwashLevel){
int nBonus = nSwashLevel;}
else {
int nBonus = nBonusHold;
}
PRCRemoveEffectsFromSpell(oPC, GetSpellId());
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(nBonus, iDamageType), oPC);
}
Update: Ugh, just saw that the friend I asked to help with the scripting part didn't look at what was actually in this thread. I sent what was suggested to a more...reliable person. I'll update when I have results on that.
Update2: No dice.
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Uh, there are several problems with that script. In fact, it shouldn't even compile.
I suggest you try the changes I posted earlier.
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I did, as I said in the update.
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To be quite honest that's such a simple modification that there is no conceivable way in which it won't work as expected.
You didn't say how it isn't working. I'm going to assume that the person compiled the script and didn't just stick the .nss file in a hak.
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To be quite honest that's such a simple modification that there is no conceivable way in which it won't work as expected.
You didn't say how it isn't working. I'm going to assume that the person compiled the script and didn't just stick the .nss file in a hak.
The change isn't working and IS is acting like normal. At level 3 it is still giving +4 to an 18int char.
After I found out what was going on with the first person I asked to help with I had a more reliable friend of mine make the .nss file with the suggestiong you gave.
I looked at the hak and the .nss file to make sure it was a.) There and b.) Was right. It was, so I added it as the tophack and gave it a whirl. Nothing changed. I backed up prc_scripts.hak and changed it there on the off chance that it had to be changed there. Still IS did not act any different than it usually does.
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NWN doesn't load NSS files. Those are there for convenience. NWN uses the precompiled NCS scripts.
Download nwnnsscomp.exe (http://daprc.svn.sourceforge.net/viewvc/daprc/nwn/nwnprc/trunk/tools/nwnnsscomp.exe?view=log) to a temporary directory. Extract the contents of prc_include.hak to a subfolder named "include" inside the temporary directory. Copy the modified prc_swashdam.nss to the temporary directory. Then open a command prompt window and enter:
cd Desktop\temp -- or wherever nwnnsscomp.exe is located.
nwnnsscomp -cgo -i include prc_swashdam.nss
Now there will be a file named prc_swashdam.ncs inside the temporary directory. Use this file in your hak.
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Alright, got it to work. Thanks for your help guys. :)
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Awesome, glad you got to keep your character.
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Nah we killed him anyway! this change just made it easier! Muahahahha
Thanks for the help in this we have implemented this and while it may not be "pure" to PnP it allows us to keep this class combo without rescaoing our world to account for this one rather potent combo.