This system tries to emulate the Armor Movement penalties for wearing the different catagories of armor in 3rd Edition PnP DND. I think it's silly that players in NWN running around in Full plate are just as fast as those mages completely unclad. Or that players can instantly take their armor off and put on another suit at the drop of a hat. Using this, PCs will have to 'don' their armor, and the time it takes is fully customizable (so is the movement penalties) Anyway, here's a set of two scripts that go in the OnPlayerEquipItem and OnPlayerUnequipItem handlers for your module. VERSION 4.0 NO LONGER USES CUSTOM TAGS! VERSION 4.1 Fixes a bug in OnUnequip. VERSION 4.2: see readme in zip for details.
Posted by ponfyr at 2009-03-24 18:42:33 Voted 9.50 on 03/24/09
ShaDoOoW: I edited his script to remove unnecessary delay when entering the module. Rather than post it, if anybody wants my change you can email me.
Posted by ShaDoOoW at 2009-01-31 18:04:54 Voted 6.50 on 01/31/09
¨1) Armor is already in slot so that donning delay is quite strange...
2) FoM spell exploits this same as FoM itemproperty.
3) This run unlogically when PC enters module.
4) Player can cancel that animation and because armor is already in slot, nothing will happen.
5) If you take off armor then "paralyse" effect won't be removed.
6) This could be a little better scripted at least with constants.
I've made a node at the obsidian forums but might as well bring this up to current. Would love to see this updated for NWN2. I wish I had known about it in the days I was playing NWN1.
Maybe someone could rig this to work with NWNX2 and Leto or something?
- Qlippoth
Posted by zebayan ( 70.194.xxx.xxx ) at 2006-01-31 14:34:35
There is a bug in the EffectMovementSpeed functions. They change the character's movement from "PC Movement" (0) to "Normal" (4), making them permanently somewhat slower. The only fix is to Leto the character file, as far as I know.
Posted by jen at 2005-03-23 08:13:14 Voted 9.50 on 03/23/05
Saw this a while back - love it! Thanks, Kornstalx, and those who wrote!
FYI, the reason strength DOES NOT factor into movement rates when wearing armor is because movement is PHYSICALLY limited by the armor type. The plates in a suit of plate mail only allow the wearer so much movement, regardless of their strength. Similarly, medium armor types impose physical limitations on the wearer, albeit to a lesser degree.
Obviously, endurance and general encumberance is an entirely different issue that IS influenced by the strength of the character.
FYI, the reason strength DOES NOT factor into movement rates when wearing armor is because movement is PHYSICALLY limited by the armor type. The plates in a suit of plate mail only allow the wearer so much movement, regardless of their strength. Similarly, medium armor types impose physical limitations on the wearer, albeit to a lesser degree.
Obviously, endurance and general encumberance is an entirely different issue that IS influenced by the strength of the character.
Posted by xxMessiaxx ( 80.117.xxx.xxx ) at 2004-05-20 13:23:00
I don't have HCR system... any suggestion to fix the OnClientEnter bug? :/
Posted by srn at 2004-03-19 23:17:48 Voted 10.00 on 03/19/04
This really helps balance out heavily armoured vs lightly armoured characters - now the rangers and barbarians have a real use in the party - they can cut off fast moving monsters so the heavy fighters can engage them.
Posted by MorganQuickthrust at 2004-03-19 07:05:11 Voted 9.00 on 03/19/04
Posted by MorganQuickthrust at 2004-03-19 07:04:00 Voted 9.00 on 03/19/04
Personally, I like the idea that "Freedom of Movement" can defeat the system. As you said, you just need to limit any items with it permnently casted on it. Perhaps casters will now learn and memorize it to aid there heavily armored compatriots. Anything that could enhance multiplayer interaction is a good thing in my opinion. :)
If you do dsecide to do something to remove this ability, please make it a toggle switch. I'd like to leave it this way. ;)
Excellent work with this system! Thanks! :)
Posted by srn at 2004-03-18 12:52:00 Voted 10.00 on 03/19/04
Yeah, I think there are a lot of overpowered items in NWN, the permanent freedom of movement & haste ones being some of the worst.
On the other hand, having the spell stop the restrictions from armour makes sense, even if it's not strictly acording to the PHB. Actually the PHB doesn't say either way...
Please note that any item that has a Freedom of Movement property will defeat this system. A PC wearing a ring of Freedom of Movement will *not* be slowed by wearing heavy armors...
That's a serious advantage, so be careful when distributing treasure in your mod if you use this. I suggest not including any Freedom Items in your mod at all. As for the spell Freedom of Movement, remember it's a spell so it's only temporary, and since it's a hardly-used spell anyway, I think this will actually give PCs a reason to learn it.
But giving that property to an item is *not* temporary, and quickly becomes unbalancing.
I'm currently playing with a workaround for this in version 4.3, but there is no constant "EFFECT_TYPE_FREEDOM" in nwn, so it's gonna be some nasty code that has to cycle players inventories.
I'm still undecided if it's worth it at all. Easiest fix for this is simply don't put those Freedom Items in your mod.
Updated the readme that was added with ver 4.2, because I forgot to mention how to place an #include line inside a script originally. I often forget that a lot of people that use these systems don't really know what they're doing, so I try to be as user friendly as possible... if I can remember to heh : /
If you downloaded 4.2 and get compile errors in nw_c2_default9 after adding the code in the readme, remember... you have to place:
#include "x2_inc_itemprop"
at the top of the script with the other #includes. If you don't, it will not compile (nor work).
I've updated the file on nwvault. The only change to version 4.2 is the inclusion of a small readme that explains how to get NPCs to automatically slow themselves on spawn if wearing armor, so you don't have to do it manually to each NPC. I tried displaying the code here, but these message posts are flaky, at best. Just download version 4.2 to see the code.
Other than the addition of the readme, there are NO other changes in the demo module or other scripts.
Posted by srn at 2004-03-16 19:05:00 Voted 10.00 on 03/19/04
For NPCs (like guards etc) who don't change clothes, couldn't you just put the onequip call (with a few minor changes to cope with it not being in an onequip) in nw_c2_default9?
Posted by srn at 2004-03-16 19:03:00 Voted 10.00 on 03/19/04
This is a great addition. Combined with the 3E PHB encumbrance hak and DOA's great Gold encumbrance system, this is really making my PCs more careful about what junk they pick up.
Oh, and it's making the pack horse seller a fortune, too :)
Lordroy: I use HCR, and it has its own system for penalizing PCs that rest in armor. So I didn't write any code for it.
Zodijakyl: About other NPCs... There are two ways to handle this.
One, I bring up how to solve this in my comments in the '_korn_on_equip' file header (adding a line to their onspawn scripts). Look there for a simple solution.
Two, last night I put together a "generic" default9 (onspawn script) that will look in the NPCs Chest slot to see if he spawns in wearing armor, and gives him the appropriate penalty.
But henchmen's inventory can be manipulated, so that makes things a little more difficult. As far as I know the module handler for OnEquiped only works on PCs; I don't know if it will work for creatures/NPCs. I'll test it when I get time, because if that event handler works for creatures other than PCs I already know of some code I can use to make it work on Henchmen.
I'll test it as soon as I get a chance (RL has me preoccupied atm)
Any chance of having it effect Henchmen also? With the ability to play with their armor now, it doesn't seem quite fair that they can dart in the fray, or be slowed no matter what they are wearing.
To answer your Q's, no players are not able to "dispel" the effects. In fact, nothing should be able to short of taking the armor off. No it's not a "Slow" effect, as in the spell...
EffectMovementSpeedDecrease(x) is a standard function, and x is any percentage to decrease from the target's base movement. I use 15% decrease for med armors, and 30% for heavy, but you can change all that to suit your tastes.
By the way, from reading what other posters say, there is *no* dependance on the PC's strenght in this script. I know it makes more sense that a character with 25 str be able to move more freely in Plate than "the other guy", but that's not in the PHB rules I'm trying to emulate.
Yes, a PC's str score governs his max load capacity. But the chart on page 104 of the 3rd Ed PHB says nothing about Str adjusting the base move.
If you find a way to "dispel" it, let me know I'll fix it, although I took steps to make sure spells won't do it.
If the BW encumbrance thresholds are brought back down to 3rd Ed parameters (which they are not), then by natural extension the arms and armor on their person will be felt due of the standard encumbrance penalties against movement that are triggered. After that, it's just fine tuning to suit your taste.
Ahh yes I'm very familiar with those 2nd ED tables. But that's general encumberance, not specifically armor. If your total load = x pounds then you move y speed.
My system just tries to mimic the chart in the equipment chapter of 3rd ED phb, that states that Human sized characters in Medium armor have their movement reduced 33% (from 30ft to 20ft), and heavy armor does the same, but the character cannot run. So I just extrapolated to what I thought was closest for the NWN engine... 15% reduction for medium, 30% for heavy (since basically in NWN you always run).
If you're looking for a good "total encumberance" mod for NWN I've seen a couple. There's a really good Gold Piece encumberance mod on the vault here somewhere. Don't remember name of it, but it looks at how much gold each character has, and gives him a "bag of gold" item in his inventory for like every 500gp. And the bags weigh a lot, to represent all the gold the character is lugging around.
I haven't tested the "total load by strenth" ratio that Bioware uses to see if it's 3rd ED compliant. But I can almost guarentee u it's not 2nd ED compliant. But then again, NWN isn't 2nd ed :)
In either 2nd or 3rd Edition, there is a table called Character Encumbrance.
Table 47(p.103 in the 2nd Ed) & Table 9-1 (p336 in the 3rd Ed).
Now if full plate armor (AC8) weights 50 lbs, then that 50lbs alone would not affect differing STR characters the same way.
By the PHB, 50 lbs becomes heavy for those below average (7 STR or less), a medium load for those closer to the average (6-12 STR), and light for those above the average (13+ STR).
In contrast, BW set the encumbrance such that the same 50 lbs is now ...
What sourcebooks did you pull the Strength-dependant movement in armor from? I only have the Core 3rd ED PHB, DMG, and MM, not any of the addendum books.
I don't recall anything in the Core PHB about higher Str making armor movement any faster (even tho it makes perfect real-life sense). Just don't remember seeing it in the rules.
Intrigued, I made a comparison NWN against 3ed Ed PHB and see if there were any differences.
Where in the PHB you needed the STR to support your armor feat (greater the STR, the greater was your encumbrance tolerance range), in BW's version they made it so that one could be a mere 6 in STR (instead of 15) to be able to wear just full plate mail as light encumbrance.
I've adapted the donning delay function and redid the encumbrance table to match the PnP parameters - and the combination is perfect. Granted it means using a HAK file, but for this it's worth it.