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Narc's Adventure Games II

Terra Firma Chapter II - Bonds of Blood 3.5 Server
 
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 Minor Release announcement 9_35_020

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Phann
Dungeon Master
Phann


Posts : 78
Join date : 2008-04-26

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PostSubject: Minor Release announcement 9_35_020   Minor Release announcement 9_35_020 Icon_minitimeMon Dec 15, 2008 11:58 am

We will be coming out with a minor release to fix a few bugs, mostly to do with threads sometime in the next few weeks. This will be version 9_35_020.

There may be some more bug releases before the next major release is made available. I am spending as much time as I can working on that release and it should be a fairly big one if all goes well.

P
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Phann
Dungeon Master
Phann


Posts : 78
Join date : 2008-04-26

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PostSubject: Re: Minor Release announcement 9_35_020   Minor Release announcement 9_35_020 Icon_minitimeWed Dec 31, 2008 12:46 am

Version 9_35_021 released this morning. Mostly minor fixes on threads and other game issues such as the ant transition. Also modified some monsters to give them larger size in game.

I am working on a major content release, I do not have a time frame yet or release notes available at this time. I will have more as we get closer to a release date.

p
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Seph K




Posts : 23
Join date : 2008-07-07

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PostSubject: Re: Minor Release announcement 9_35_020   Minor Release announcement 9_35_020 Icon_minitimeWed Dec 31, 2008 3:22 am

May I ask, which monsters were adjusted?
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Phann
Dungeon Master
Phann


Posts : 78
Join date : 2008-04-26

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PostSubject: Re: Minor Release announcement 9_35_020   Minor Release announcement 9_35_020 Icon_minitimeWed Dec 31, 2008 11:59 pm

Some that were Dire or Legendary. Also very young dragons (older than wyrmings). There have been no changes yet to any of the more interesting creatures.

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Phann
Dungeon Master
Phann


Posts : 78
Join date : 2008-04-26

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PostSubject: Re: Minor Release announcement 9_35_020   Minor Release announcement 9_35_020 Icon_minitimeThu Jan 01, 2009 3:28 am

Found a small glitch in the release and so Version 9_35_022 will be put up today.

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Seph K




Posts : 23
Join date : 2008-07-07

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PostSubject: Re: Minor Release announcement 9_35_020   Minor Release announcement 9_35_020 Icon_minitimeSat Jan 03, 2009 8:01 pm

Well, there are a few problems with the scalable creatures, first, they don't have the size penalties or bonuses that they should, as they are all considered medium (except for dragons, which scale correctly), and secondly, they don't react to KD as they should, because they are again considered medium.

For the first problem, I put code into my OnSpawn script to adjust AB, AC and Hide. It uses 2 of 4 variables, "SK_SpawnedSizePen" and "SK_SpawnedSizePenHide" or "Sk_SpawnedSizeBonus" and "SK_SpawnedSizeBonusHide", here is an updated version of the code:
Code:

    //Size Penalties(for using smaller models)
    // applies an AC and AB decrease equal to the set
    // number in SK_SpawnedSizePen and a Hide decrease
// equal to the number set in SK_SpawnedSizePenHide
    int nSizePen = GetLocalInt(OBJECT_SELF, "SK_SpawnedSizePen");
    if (nSizePen)
    {
        int nHidePen = GetLocalInt(OBJECT_SELF, "SK_SpawnedSizePenHide");
        effect eSizePen = EffectLinkEffects(EffectACDecrease(nSizePen), EffectAttackDecrease(nSizePen));
        eSizePen = EffectLinkEffects(EffectSkillDecrease(SKILL_HIDE, (nHidePen)), eSizePen);
        ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eSizePen), OBJECT_SELF);
    }
    //Size Bonus(for using larger models)
    // applies an AC and AB increase equal to the set
    // number in SK_SpawnedSizeBonus and a Hide increase
// equal to the number set in SK_SpawnedSizeBonusHide
    int nSizeBonus = GetLocalInt(OBJECT_SELF, "SK_SpawnedSizeBonus");
    if (nSizeBonus)
    {
        int nHideBonus = GetLocalInt(OBJECT_SELF, "SK_SpawnedSizeBonusHide");
        effect eSizeBonus = EffectLinkEffects(EffectACIncrease(nSizeBonus), EffectAttackIncrease(nSizeBonus));
        eSizeBonus = EffectLinkEffects(EffectSkillIncrease(SKILL_HIDE, (nHideBonus)), eSizeBonus);
        ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eSizeBonus), OBJECT_SELF);
    }

For the second problem, I wrote an OnPhysicallyAttacked Script, it uses a variable "SK_Size" which holds the new size the creature is and then determines if the person trying to use knockdown is able to do so. If not, then it gives the creature immunity to KD just long enough to avoid the knockdown attempt.

Code:

//::///////////////////////////////////////////////
//:: Name sk_kdfix_onattck
//:://////////////////////////////////////////////
/*
    Knockdown and Improved Knockdown fix for
    creatures who use models of incorrect size.
    e.g.: a "Gargantuan" monster that uses a "huge"
    model.
    MUST HAVE REAL SIZE SET IN THE INT
    "SK_Size"

    if you have players that would have incorrect
    sizes, then this should be used on all monsters
    so that the PC size is calculated correctly
    with KD as well. Though it won't help when the
    PC is being KD himself.
*/
//:://////////////////////////////////////////////
/*
    Fine =          -2;
    Diminuative =  -1;
    Tiny =          1;
    Small =        2;
    Medium =        3;
    Large =        4;
    Huge =          5;
    Gargantuan =    6;
    Colossal =      7;
*/
//:://////////////////////////////////////////////

void main()
{
    object oMe = OBJECT_SELF;
    int nCombatMode = GetLastAttackType(oMe);
    if (nCombatMode==SPECIAL_ATTACK_KNOCKDOWN||nCombatMode==SPECIAL_ATTACK_IMPROVED_KNOCKDOWN)
    {
        object oAttacker = GetLastAttacker(oMe);
        int nSize = GetLocalInt(oMe, "SK_Size");
        if (nSize==0){nSize = GetCreatureSize(oMe);}
        else if (nSize==-1||nSize==-2){++nSize;}
        int nMaxSize = GetLocalInt(oAttacker, "SK_Size");
        if (nMaxSize==0) {nMaxSize = GetCreatureSize(oAttacker);}
        else if (nMaxSize==-1||nMaxSize==-2){++nMaxSize;}
        if (nCombatMode==SPECIAL_ATTACK_KNOCKDOWN) {++nMaxSize;}
        else {nMaxSize = nMaxSize+2;}
        if(nMaxSize <nSize)
        {
            ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN), oMe, 0.5f);
            SendMessageToPC(oAttacker, "Target is too large to be knocked down with this feat.");
        }
    }
    ExecuteScript("x2_def_attacked", OBJECT_SELF);
}
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