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NWN SCRIPTS

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Title  3rd Edition Armor Movement Penalty/Donning Times for NWN *UPDATED VERSION 4.2*
Author  Kornstalx
Submitted / Updated  03-03-2004 / 11-22-2006
Category  Rulesets
Expansions  HOTU-1.59
Format  Module and Code
Type  Type - Classic PnP
Includes  BioWare Standard
Description
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.

Files

NameTypeSizeDownloads
3edArmorRulesver42a.zip3edArmorRulesver42a.zip
Submitted: 03-03-2004 / Last Updated: 03-17-2004
zip18.91Kb1182
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Comments (29):

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Posted by srn at on03/19/04
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 on03/19/04
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 on03/19/04
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...

Posted by Kornstalx at 2004-03-1809:48:00    
Latest Update: 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. -- Kornstalx

Posted by Kornstalx at 2004-03-1710:15:00    
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). -- Kornstalx

Posted by Kornstalx at 2004-03-1706:06:00    
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. -- Kornstalx

Posted by Kornstalx at 2004-03-1705:49:00    
I have no clue what happened with the post I made below, but *Don't use it* it's missing lines of code, and I can't fix it. Reposting also is ommitting lines for some reason, too. Perhaps character limit?

Posted by Kornstalx at 2004-03-1705:40:00    
srn, yes exactly. Stick the following somewhere in your _default9, and any other OnSpawn custom script you have. object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST); if(GetBaseItemType(oArmor) == BASE_ITEM_ARMOR) { int nNetAC = GetItemACValue(oArmor); int nBonus = IPGetWeaponEnhancementBonus(oArmor, ITEM_PROPERTY_AC_BONUS); int nBaseAC = nNetAC - nBonus; if(nBaseAC > 3 nBaseAC 5) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectMovementSpeedDecrease(30), OBJECT_SELF); }

Posted by srn at on03/19/04
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 on03/19/04
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 :)

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