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NWN Toolset guru questionnaire

Moderators: Nighthawk4, Dungeon Masters

NWN Toolset guru questionnaire

PostAuthor: The Sveg » Mon Jul 07, 2003 10:42 am

Hallo and welcome, below you will be given a chance to show off your Toolset knowledge and help us Toolset-gurus-to-be. So, here it is:

#1: It has been mentioned that in SoU the Arcane Spell Failure and/or the Armor Check Penalty could be edited. Is that so, and if yes, how can it be done? (Examples are welcome)

#2: Custom monster creation. We create a monster of 4 levels. We arm it with 2 claw attacks and a bite. Both the claw attacks and the bite have an extra special effect. The claws have paralysis and the bite has wounding. When the monster is tested though, its character sheet shows one attack only.
-a) Why is that?
-b) How are attack sequences allocated?
-c) In order for the monster to have its full 3 attacks, must it have the appropriate hit dice (11+?)
-d) If c) is yes, what happens when the monster has enough hit dice for more attacks? (16 hit dice => 4 attacks)

#3: After some testing with the single attack, no special effects have been witnessed. Why? It has been noticed that paralysis has a percentile chance, wounding has nothing similar though.

#4: What is the difference between the On Hit and the On monster hit? Does the second one refer to when the monster is being hit by others?

That is all for now, thanks in advance to all those that will take the time to answer my questions. I am afraid there will be more in the future...
Be well,
Sveg
"When is this project to start?

I, uh, accidentally did not see that it had not started yet, so tonight i killed all the elysian merchants on the list, and most of the wilderness ones."


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PostAuthor: Jordicus » Mon Jul 07, 2003 11:58 am

unless they specifically fixed it in 1.30 or SoU, wounding has never worked to my knowledge..
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PostAuthor: Starslayer_D » Wed Jul 16, 2003 6:16 pm

Monsters without class levels follow no attack iteration. Thus, a bear (bite claw claw) would never have more then three attacks, regardless of it's hitdice.

I dunno why the second claw gets not used. It makes no sense to make different claws for a monster, though. Either both claws have the same effects, or better, asign the second effect to the bite.

Give your monster an easy to hit tartet for the testing. with only 4 hitdice, it has no high attack.

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PostAuthor: Actually » Wed Jul 16, 2003 6:44 pm

You might also want to experiment with a custom combat AI.

I can say myself from testing I've done trying to build creatures who's only function is supposed to be scaring PC's away, that no matter how damn many pulse, bolt, and aura attacks I equip them with, using standard AI they will ALWAYS just run right up to the PC and start clawing them w/ the stupid farking 1-2 pt. claw and bite attack I've equipped them with.

A lot of your special attacks could just be getting ignored by the combat AI.

Bye Now,
Jerry Cornelius - Me hates building custom creatures!

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PostAuthor: eNTrOpY » Wed Jul 16, 2003 7:30 pm

After some testing with the single attack, no special effects have been witnessed. Why? It has been noticed that paralysis has a percentile chance, wounding has nothing similar though.


I'm guessing by "Paralysis" you mean on hit:stun, daze or hold. All of these have a DC save which is why there seems to be a percentile chance.

I've no clue what "On monster hit" does different then "on hit"


As for wounding: I don't know about this, but this "on hit" effect may be very much like "on hit: vorpal". Vorpal forces the creature to save ONLY on critical hits, otherwise the target doesn't have to reflex save against death. Wounding may be similar.

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