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Suggested Togglable Combat Mode Solution

I don't know how to have a conversation with several DMs at once on an internet forum so I will post my suggestion here.

Store the PC's toggle status for the various combat modes and the PC's prefered combat mode. When the PC recieves an OnPhysicalAttacked event, turn on his prefered combat mode.

It may not be perfect, but, it sure beats scrambling for a button thru lag and may reduce the effect of the phony retreat.

The script would go in the modules OnUserDefined event handler and trap OnPhysicalAttacked there.

It would work just as well for NPC's as PC's. When an attack occurs, turn on the combatants prefered attack modes.

Edit:

Or, maybe the following is just as effective and simpler. Trap OnPhysicalAttacked in the modules OnUserDefined event. Store the N/PCs prefered combat mode in an item. Use GetActionMode to detect if the creature/object is in it's prefered combat mode. Use SetActionMode to make sure it is in it's prefered combat mode.

And if it's done, make the whole thing toggleable. I like it how it is now, personally, but I can see how others wouldn't.

Thanks for the suggestion. I totally forgot about people who might not like it, oops. Yeah, I need to think about this some more. This may finaly be my entry into NWscript. Thanks and sorry if I flogged a dead horse.

Do PCs get OnPhysicalAttacked events? If so, this sounds potentially workable -- I'll look into it.

ADDED: If you think this can work and would like to provide a working prototype, please do so.

I've been killed a number of times by AoOs that I should've had +5 AC against because of expertise dropping off. However, if the workaround is something buggy and awkward, that's not any better. If you come up with something I'd be happy to test it as well.

If PCs do not get OnPhysicalAttacked events, then we could settle for that event in NPCs. So, when the PC attacks, his fav combat mode toggles on. If you fall out of your fav combat mode, just attack. Unfortunatley, that does not solve pvp issues.

The combat mode item can be so simple as turn on a combat mode feat, use item. The item stores what ever combat mode you have on at the moment it is used. If you don't want the item to store a combat mode, then, turn off all combat modes and use the item. No combat mode on means no combat mode stored in the combat mode item, after using the combat mode item while not in a combat mode. The item can also have an off button, just in case.

I've been killed a number of times by AoOs that I should've had +5 AC against because of expertise dropping off.

It's supposed to drop off if you're doing things that would provoke AoOs.

You can't take a move action with expertise on? I agree it should turn off if you cast a spell or activate an item, but I think moving from one target to another should still keep it up. And the way it drops off when your target dies and you can't reach the next target the AI automatically assigns you can be fatal. Plus, AoOs are done all wrong in NWN anyway...

Having played an expertise warrior in the past, I can tell you its powerful enough as is and if your awake you can save yourself from the sudden drop outs and it won't cost you more than one or two attacks.

It'll rarely be fatal, not really worth the effort, oh and nwn automaticaly activates power attack, expertise, kd or disarm if it feels it can ((it metagames your ac/ab etc to decide if it'd be benicial or not))

Please, lets not rehash this into an "Not my problem so screw you" type of argument. Nobody is proposing anything uber or game breaking and the DMs are interested in the problem if only it doesn't take forever to solve.

You can't take a move action with expertise on?

Right, movement/casting/potions/etc are all situations where ICly you're not standing there focusing on defending yourself above all else.

Metro_Pack
You can't take a move action with expertise on?

Right, movement/casting/potions/etc are all situations where ICly you're not standing there focusing on defending yourself above all else.

I think the main annoyance with these skills such as expertise is that when you're fighting you may accidentally click the ground instead of an enemy and then your expertise disables. This is an ooc mistake since your character was not looking to move to said misclicked location but still focusing on defending himself above all else. I don't think anyone is looking to make expertise something you can use while running around a group of enemies but, instead, looking to avoid those uncomfortable moments where you accidentally disable your expertise due to your attempt to click an enemy that just "disappeared" engine wise due to death.

Perhaps there could be placed a timer on the skill, if you walk for more than a second or whatnot, then it disables. That means that if you accidentally click the ground, you have this slight amount of time to click another enemy without the skill disabling.

Might be exlpoitable, I don't really know since I'm mentally challenged when it comes to engine matters and ways to exploit them. ((I'll just write this so none of you have to do it. "You're always mentally challenged DruQks." There, now you won't have to bother)).

This mostly sounds like a whole lot of work for very little, and arguably undesirable, benefit. I think it would be better to focus on other things really. We have a huge to do list as is, and I see dozens more important than this.