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Author Topic: Re: Artificer  (Read 6750 times)

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January 24, 2012, 05:35:29 AM
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Ok, so I am attempting to make the Artificer functional and I am completely new at this.  Where do I place scripts or find if the scripts are already written for the class feats (i.e. Retain Essence, etc.)?


January 24, 2012, 08:48:50 AM
Reply #1

Ok, so I am attempting to make the Artificer functional and I am completely new at this.  Where do I place scripts or find if the scripts are already written for the class feats (i.e. Retain Essence, etc.)?

I'd put them in a top hak for ease of testing.   If they already exist they'll be in prc_scripts.2da  & prc_include.hak.

Good luck!
HEATSTROKE


January 24, 2012, 09:29:09 AM
Reply #2
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I searched for CLASS_TYPE_ARTIFICER constant in all prc scripts. There are some entries in crafting system:
prc_include\prc_craft_inc.nss
prc_include\prc_x2_craft.nss
prc_scripts\prc_craft.nss

in the function that check crafting feat prerequisites (prc_scripts\prc_enforce_feat.nss) and a code for UMD check (spells\x2_pc_umdcheck.nss)

The class is not hooked to EvalPRCFeats() function = class specific feats were not coded (i think). I don't remember what feats does artificer gain, I'll get back to you when I check that ;p

Edit:
Artisan Bonus = the code in UMD check
Item Creation = the code in crafting system
Artificer Knowledge - it's probably impossible in NWN (magical aura?), I would suggest making something like Bardic Knowledge feat.
Craft Reserve - seems easy to code, but will require a hook to crafting system (if it's not there already)
Disable Trap - we could use Trapfinder feat from Beguiler.
Craft Homunculus - difficult :/
Retain Essence - something like magical electrifier from SoU but instead of adding charges it would add xp to craft reserve pool.
Metamagic Spell Triger/Completion - I've added something similar to Hellfire Warlock class
Skill Mastery - iirc warlock has similar ability but only for UMD checks (not sure where spellcraft checks are made :/ )
Infusions - the most complicated part ;p
« Last Edit: January 24, 2012, 09:52:06 AM by xwarren »


January 24, 2012, 12:18:35 PM
Reply #3
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Thanks, I'll get to work!


January 24, 2012, 02:57:39 PM
Reply #4
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I searched for CLASS_TYPE_ARTIFICER constant in all prc scripts. There are some entries in crafting system:
prc_include\prc_craft_inc.nss
prc_include\prc_x2_craft.nss
prc_scripts\prc_craft.nss

in the function that check crafting feat prerequisites (prc_scripts\prc_enforce_feat.nss) and a code for UMD check (spells\x2_pc_umdcheck.nss)

The class is not hooked to EvalPRCFeats() function = class specific feats were not coded (i think). I don't remember what feats does artificer gain, I'll get back to you when I check that ;p

Edit:
Artisan Bonus = the code in UMD check
Item Creation = the code in crafting system
Artificer Knowledge - it's probably impossible in NWN (magical aura?), I would suggest making something like Bardic Knowledge feat.
Craft Reserve - seems easy to code, but will require a hook to crafting system (if it's not there already)
Disable Trap - we could use Trapfinder feat from Beguiler.
Craft Homunculus - difficult :/
Retain Essence - something like magical electrifier from SoU but instead of adding charges it would add xp to craft reserve pool.
Metamagic Spell Triger/Completion - I've added something similar to Hellfire Warlock class
Skill Mastery - iirc warlock has similar ability but only for UMD checks (not sure where spellcraft checks are made :/ )
Infusions - the most complicated part ;p

Artificer Knowledge looks like it could be handled with a lore bonus.  The "magical aura detection" equates to identifying magic items

re: Skill Mastery, I can't see a reason for needing to take 10 on Spellcraft in Never Winter Nights.  Is there something I'm missing?


January 24, 2012, 03:00:26 PM
Reply #5
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Quote
re: Skill Mastery, I can't see a reason for needing to take 10 on Spellcraft in Never Winter Nights.  Is there something I'm missing?
This would be cool with epic spellcasting, but I don't know how Artificer benefits from this.


January 24, 2012, 07:41:11 PM
Reply #6

I searched for CLASS_TYPE_ARTIFICER constant in all prc scripts. There are some entries in crafting system:
prc_include\prc_craft_inc.nss
prc_include\prc_x2_craft.nss
prc_scripts\prc_craft.nss

in the function that check crafting feat prerequisites (prc_scripts\prc_enforce_feat.nss) and a code for UMD check (spells\x2_pc_umdcheck.nss)

The class is not hooked to EvalPRCFeats() function = class specific feats were not coded (i think). I don't remember what feats does artificer gain, I'll get back to you when I check that ;p

Edit:
Artisan Bonus = the code in UMD check
Item Creation = the code in crafting system
Artificer Knowledge - it's probably impossible in NWN (magical aura?), I would suggest making something like Bardic Knowledge feat.
Craft Reserve - seems easy to code, but will require a hook to crafting system (if it's not there already)
Disable Trap - we could use Trapfinder feat from Beguiler.
Craft Homunculus - difficult :/
Retain Essence - something like magical electrifier from SoU but instead of adding charges it would add xp to craft reserve pool.
Metamagic Spell Triger/Completion - I've added something similar to Hellfire Warlock class
Skill Mastery - iirc warlock has similar ability but only for UMD checks (not sure where spellcraft checks are made :/ )
Infusions - the most complicated part ;p

Artificer Knowledge looks like it could be handled with a lore bonus.  The "magical aura detection" equates to identifying magic items

re: Skill Mastery, I can't see a reason for needing to take 10 on Spellcraft in Never Winter Nights.  Is there something I'm missing?

If you're going to do something, do it correctly, up to the limitations of the engine. :D
HEATSTROKE


January 25, 2012, 02:19:11 AM
Reply #7
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Heatstroke,

I agree with you 100%, but I am choosing my battles.  Seeing as this is my first NW project, a little restraint may be needed. 

Re: Spellcraft take 10;  That would be cool with Epic Spellcasting!  I will search for spellcraft checks.