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FP Plague tree working as advertised?

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 DarthCyclopsRLZ
12-04-2006, 2:11 PM
#1
Heya.

So here's the deal. Just got back from school (only one day of class left, wooohoo!) and was working on a modded poison FP.

Now, I just can't seem to get the Patcher to mod scripts properly, so I just figured I'd use one of the existing entries in poison.2da (eh). Just for the visual effect, mind you, I'm using interative_damage for the FP's actual damage (since it sucks so bad).

Now, upon stumbling onto poison_ability_score entries, I can't help but scratch my head at the whole thing.

Do the last 2 poison FPs even work *remotely close* work as advertised?

According to the .2da file, Afflication's penalties will go up to -3 at the 18th second and Plague's will go up to -2 at the 12th second which just so happens to be the FP's last. Meaning it doesn't do much except being a surefire slow spell...

Not quite what the FP descriptions say...

What's up with that?

Is it just me who couldn't see the effects upon testing (I looked for lowered con/hp str/dex mod upon attack) or am I completely right about this?
 stoffe
12-04-2006, 2:25 PM
#2
As far as I can tell the Virulent Ability Score poison (used by Plague) lasts for 72 seconds and deals a -1 penalty to all ability scores every 6 seconds for that duration, which indeed does not match the power description.

Poison effects should always be applied as Permanent since they have their own internal timing, but for some reason they haven't done that with the Plague power, so it may well be a bug.

Plague would need its own Poison type to fix that rather than try to re-use an existing generic poison type in a weird way like it does now. :)
 DarthCyclopsRLZ
12-04-2006, 2:37 PM
#3
As far as I can tell the Virulent Ability Score poison (used by Plague) lasts for 72 seconds and deals a -1 penalty to all ability scores every 6 seconds for that duration, which indeed does not match the power description.

Poison effects should always be applied as Permanent since they have their own internal timing, but for some reason they haven't done that with the Plague power, so it may well be a bug.

Plague would need its own Poison type to fix that rather than try to re-use an existing generic poison type in a weird way like it does now. :)

Eh eh.

I don't care at all about the attribute damage.

For example, the Fp deals a 1-8 dmg per level over either 9 or 12 secs and I'm using interative_damage like whirlwind/kill.

If I want to add attribute penalties, I'll just use DelayCommand and *add* an attribute penalty every X seconds only with dimished duration.

Nah, I just want the visual effect green thingie associated to poison. Purely aesthetical reasons.

And considering how attribute_score_virulent has next to no effect for a short duration and it can't be saved, I figured it would do fine. *shrugs*
 stoffe
12-04-2006, 2:53 PM
#4
I don't care at all about the attribute damage.


The Poison powers don't do anything other than Attribute damage (and a slow effect) as standard, which was what I commented on. The standard Plague power does not work as the power description says.



For example, the Fp deals a 1-8 dmg per level over either 9 or 12 secs and I'm using interative_damage like whirlwind/kill.

If I want to add attribute penalties, I'll just use DelayCommand and *add* an attribute penalty every X seconds only with dimished duration.


Why do that if it's supposed to be poison? Just make the poison effect damage the target as well as the attribute damage. Poison damage is applied at the specified frequency for the poison duration just as ability score damage is. It's more reliable and is less work for the game to handle it that way when it doesn't have to queue up a lot of script commands and loads of extra effects.
 DarthCyclopsRLZ
12-04-2006, 3:22 PM
#5
Why do that if it's supposed to be poison? Just make the poison effect damage the target as well as the attribute damage. Poison damage is applied at the specified frequency for the poison duration just as ability score damage is. It's more reliable and is less work for the game to handle it that way when it doesn't have to queue up a lot of script commands and loads of extra effects.


1 - I *know* it's less work. But I did say I can't get the TSLPatcher to compile the files. Do source files have to be in tslpatchdata? Do I have to include .ncs versions> When putting the 2damemory entries in the script, does it have to look like "#2damemory1#" or "2damemory1"?? Kept going over the readme, but can't quite get it right.

2 - Besides, I kinda like the whole notion of dmg based on lvl better. I mean, really, the dmg of a lvl 15 character shouldn't be the same of a lvl 30.

3 - Actually, I just want the FP to LOOK like poison. I just want the green HP thingie line.
 stoffe
12-04-2006, 3:40 PM
#6
Do source files have to be in tslpatchdata? Do I have to include .ncs versions> When putting the 2damemory entries in the script, does it have to look like "#2damemory1#" or "2damemory1"??

In the script you'd put #2DAMEMORY1# (note that tokens are case sensitive). Only put the NSS files of any scripts that should be recompiled in the tslpatchdata folder, never the NCS files. If your script uses any include files they must be placed in the same folder as the script as well (tslpatchdata unless you use a Setup List with a subfolder). Also don't forget that nwnnsscomp.exe and nwscript.nss that comes with TSLPatcher must be in the tslpatchdata folder (even if you use Setup Lists with subfolders).


2 - Besides, I kinda like the whole notion of dmg based on lvl better. I mean, really, the dmg of a lvl 15 character shouldn't be the same of a lvl 30.


Fair enough. Though it could still use the poison effect with variable damage if you have multiple poison types that the spell script picks from depending on the level of the caster. :)



3 - Actually, I just want the FP to LOOK like poison. I just want the green HP thingie line.

If you just want the look you could add a dummy poison type that doesn't deal any damage or ability score drains that just provides the green bar. I don't think you can script the "poisoned" GUI visual effect more directly since it's part of the poison effect.

(If you want fake-poison to work as poison as well don't forget to modify the impact scripts for the Heal powers and Antidote kits since they are supposed to cure poisons.)
 DarthCyclopsRLZ
12-04-2006, 3:56 PM
#7
If you just want the look you could add a dummy poison type that doesn't deal any damage or ability score drains that just provides the green bar. I don't think you can script the "poisoned" GUI visual effect more directly since it's part of the poison effect.

(If you want fake-poison to work as poison as well don't forget to modify the impact scripts for the Heal powers and Antidote kits since they are supposed to cure poisons.)

Eeesh. Right, guess I'll go back to trying to get the patcher to compile the thing with *new * poison values, lol.

Hadn't really thought about the dummy/heal/antidote aspect since I didn't mind taking the Virulent_score_ability.

Oh well, I'm off to the gym. Guess I'll get back to ya on that tomorrow or later today if I feel up to it.

Cheers,

DC
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