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Old 03-06-2007, 09:08 AM   #21
robertthebard
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While you can't take the exotic weapon feat at char creation with a non-fighter type, rogue/bard types for sure, you can take it any time after that, w/out needing the martial feat. A fact that has stymied more than one of my wanting to use longbows, non-elven rogues.
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Old 03-06-2007, 07:54 PM   #22
toot033
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I don't know if this falls under this discussion, but is it possible to change the class restrictions on staffs? There are a lot of them that exclude sorcerers.
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Old 04-08-2007, 09:13 AM   #23
Mozenwrathe
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*dragging this back into the frontline*

Does anyone understand scripts? I am looking at the script now and I have no idea if it is complete as it stands, or you have to manually write in all the different weapons? From what I just read through (again), it seems to me that you have to program in all the weapons separately. Meaning more work for whomever does the script itself, but it allows for the fine tuning of the actual effects well ahead of time. I was hoping the script was ready to go the moment you loaded it in, but it does not seem to be the case. Here is a copy of the text that goes along with the script itself...


====
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Custom weapons - vladoshi
Custom weapons 1
Usage 2
Focus Constants 2
Item Property Damage Type 3

Because they cannot be focused, etc, CEP and other weapons look great but are generally ignored. This method can dynamically change the attack bonus and damage type according to the oneq_focus and oneq_type variables you set. This script can:
• add attack bonus according to weapon feats and dexterity modifier if you set _finesse = 1.
• add damage according to specialisation feats
• set _multi to add overwhelming critical damage as the Massive Criticals property, choosing the closest match to the feat description, and adds an extra if they have the increased multiplier feat.
• makes a weapon keen, if not already, only if player has ki critical feat.
The weapon needs the tag "custom_wpn", or you can copy this as your own script with the same name as the weapon's tag if you want.
This method uses the following temporary item properties. WARNING: If they have a similar temporary properties at the time on that weapon, it could be changed or removed.
• Attack bonus
• damage bonus
• keen, if not already keen.
• massive criticals to substitute for Overwhelming Critical.
First, attack bonus amounts cannot be gotten off weapons, only enhancement amounts, so:
• This will only add attack bonus on top of the enhancement bonus value.
• If they have the feats for bonuses, it adds them as temporary item properties.
• The properties are removed on UnEquip and are reset each on time they are equipped so players should not be able to give lower levels a better weapon than they should have.
The process:
• You set the focus constant , extra damage type , critical multiplier and finesse settings.
• Checks if it the weapon does not have a proper base weapon type, and stops if it does.
• If player has that weapon focus, it adds +1 attack
• If epic focus, adds another +2 to attack
• if superior focus, adds another +1 to attack
• if epic superior, adds another +1 to attack
• another +1 for every 3 Weapon Master levels past level 13.
• if finessable, and dexterity modifier > strength modifier, adds the difference between the two to the attack bonus.
• Unfortunately, the attack bonus cannot be above 20, which will be a problem on servers with high weapon enhancements.
• if player has the ki critical feat in that weapon and the weapon is not keen, it adds keen.
• if the player has Overwhelming Critical in that weapon, massive criticals with the nearest damage amount is added. (engine constants only allow d6, 2d6, 2d8, 2d12 is the maximum). Defaults to 2d12 if the multiplier you type plus the increased multiplier feat raises it above 5.
• If they have the increased multiplier feat, an extra d6 in massive criticals is added. (max is 4 with 2d12 damage on criticals)
• if specialisation, adds +2 damage of _type
• if epic specialisation, adds +4 damage of _type
Usage
• oneq_focus = a Bioware weapon focus constant (see below). Default: none
• oneq_type = an item property damage constant (see below). Try to use 0(bludgeon), 1 (piercing) or 2 (slashing), the Bioware standard damage constants for weapon damage. This is for the weapon specialisation feats. Since some have 2 base weapon damage types, I'm leaving up to you to decide which you want. Default: 0 (bludgeoning)
• oneq_finesse = 1 to signal the weapon should use the dexterity if it is higher than strength and player has weapon finesse.
• oneq_multi = the multiplier of the weapon. Default: 2. There appears no other way to find this property, and it controls the amount of massive critical to add (which is the (multiplier – 1) d6 for Overwhelming critical).
Examples
Nunchuck that enable light flail focus, and adds their dex modifier to the Attack Bonus.
• oneq_focus = 114
• oneq_type = 0 (bludgeoning damage)
• oneq_finesse = 1 (checks if user has finesse too)
Mercurial Greatsword enables great sword focus
• oneq_focus = 107
• oneq_type = 2 (slashing damage)
• oneq_multi = 4
Katar (punching dagger) is finessable and uses unarmed strike as its focus.
• oneq_focus = 100
• oneq_ type = 1 (piercing)
• oneq_finnesse = 1
• oneq_multi = 3 (its crit multiplier)
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Old 04-08-2007, 09:22 AM   #24
Mozenwrathe
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found another script as well...

http://nwvault.ign.com/View.php?view...Detail&id=2928

Going to download it and give it a whirl. I can't say it's all that precise either. The first one seems to have more potential on the whole, but this one doesn't look THAT bad yet. According to the author, it needs some definite refinement as it is his 0.1 version of the script. And once more am I lost, as you have to understand scripts in order to USE this script. Makes me want to cry tears of blood and rage, this does.

===
===

something for RTB:

http://nwvault.ign.com/View.php?view....Detail&id=241

Remember that returning weapons script you were working on? Apparently the good people at CODI were working on something similar. See if yours and theirs have similar characteristics? And I don't know if this script was in fact completed and polished off. I just found it by accident while looking for more information on weapons in general. (I might even unpack that copy of NeverWinter Nights 2 after all of this...)

[ 04-08-2007, 09:42 AM: Message edited by: Mozenwrathe ]
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Old 04-08-2007, 11:02 AM   #25
robertthebard
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If you'll package up the CEP script, I can take a look at it. If I can't make any sense out of it, I know someone that can, and he'll probably want to improve it...He usually does. He's just now getting used to the idea that I'm writing my own, and when I ask "What did I do wrong?" that that's all I want to know. Usually he just takes my script and writes it. I'll look through it. Currently I'm having PC issues. I'll be a bit sporadic until the first of the month for sure, when I get my new gaming rig. It won't be all that and a bag of chips, but it has the potential to be...
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Old 04-08-2007, 11:55 AM   #26
Mozenwrathe
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Sad

Quote:
Originally posted by robertthebard:
If you'll package up the CEP script, I can take a look at it. If I can't make any sense out of it, I know someone that can, and he'll probably want to improve it...He usually does. He's just now getting used to the idea that I'm writing my own, and when I ask "What did I do wrong?" that that's all I want to know. Usually he just takes my script and writes it. I'll look through it. Currently I'm having PC issues. I'll be a bit sporadic until the first of the month for sure, when I get my new gaming rig. It won't be all that and a bag of chips, but it has the potential to be...
I'll send you them now.
Both of them, just to be on the safe side.
As well, in the e-mail I'll repost the current "association list" we have for all the CEP weapons. For all I know your friend might like the script after he's done tweaking it and use it for Fates.
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Old 04-08-2007, 11:00 PM   #27
robertthebard
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As per our discussion, it's not going to be the way you see it now. I have been away from home most of the afternoon, abducted by my cousin to a small dinner, and outdoor activities that I will undoubtably regret for the next few days. I already feel the aftereffects of too much bright light creeping into my brain. However, one OnAcquire script from now, and his tweaking, and we may well end up with a script that can be posted into any module with CEP, or any other custom weapon types for that matter, quite possibly, with no need to create custom items for the scripts to work. I am, of course, charged with the OnAcquire script...gee thanks, which while not exactly easy, could be the easier of the set that need to be written.
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Old 04-09-2007, 12:52 PM   #28
robertthebard
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Barring massive revision to include every single item type in both the main NWN's and CEP item list that isn't a weapon that can be acquired, the OnAcquire script is written. Yay...It wasn't as hard as I thought, once I remembered that computers don't speak English, and spaces are bad, mmmkay...
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Old 04-22-2007, 07:48 AM   #29
Mozenwrathe
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RTB, query for you: how fareth thee on the scripting, gaming, and computing front?
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There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you.
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Old 04-22-2007, 11:38 AM   #30
robertthebard
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Join Date: March 17, 2001
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Age: 62
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I finished the OnAcquire script for the weapons thing, but I haven't heard from Tann about the revisions yet. The last crash I had took most of my files away, but I did manage to save some off of a backup I had previously made of "The Labyrinth" mod I had. I imagine that if I have to, I can figure out how to apply the rest of the scripts, but I'm hesitant to work on anything until I have the new rig, about a week from now. This one is still kinda flaky, at best.
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