Code of Conduct

Discussion in 'General Modification' started by Shiningted, Jan 29, 2008.

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  1. Half Knight

    Half Knight Gibbering Mouther

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    Sure, bull rush was useful in pnp, more in ToEE game, lots of tactical options.

    Btw, is possible that weapons add bonus to non-skills (aside of feats)?

    I mean, to trip for example (i.e. the egyptian longsword -Kopesh- gives a +1 bonus to trip due to the curve on the blade -that's by book-), or a greathammer to bull rush...
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I can't tihnk of a way to make those happen, no: any bonuses would be off strength.
     
  3. krunch

    krunch moving on in life

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    You could assign the Attribute Enhancement Bonus to a weapon for a Strength of +2 to ensure a strength bonus of +1 is received by a character using that weapon.

    [EDIT]
    However, characters using the weapon would receive other benefits of having a higher strength.
     
    Last edited: Feb 3, 2008
  4. Kalshane

    Kalshane Local Rules Geek

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    I remember you saying that back in the day. I'll keep that in mind.

    Also not my doing. Apparently someone went back through the protos and made some changes.

    The only place I added feats to a creature that existed but didn't have a game function was in cases where the creature had the feat listed in the MM entry (to keep the feat counts correct and to have them available should some modder get them to work some day down the road.)

    So someone got Bull Rush to work in the game? That's cool.

    But then the character would get the bonus to all things Strength-related, including to hit and damage, not just tripping or bullrushing.
     
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I think H_K is look at the kotB protos.tab (or possibly levelup.tab) so no-one went back and hacked wierd things into your fixed protos.tab, Kalshane ;)

    So far we know that Improved Bull Rush has an animation and was put into the feats of the recruitable NPCs - I don't know how we 'use' it though :(
     
  6. Half Knight

    Half Knight Gibbering Mouther

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    Exactly
    Exactly
    And not recruitable. I think some guys of the temple have it too.

    A few thoughts on that:

    So far, we know that appliying a feat to a weapon doesnt grant it to the character wielding it.
    With that in mind:

    -Mighty cleaving it's a weapon enhancement, but works like the feat great cleave. It is possible to meke improved trip work as an enhancement (but reduced to just +1) so it can be applied to weapons?

    -Familiars grant bonus to the charcters (like Thoughnes). Maybe the same process could be made to work on weapons? Or a familiar that works as a weapon (inventory icon changed to a weapon, and equipable in the weapon slot-that could work for alive weapons too ;) -)

    -A weapon that has a "Phantom" creature attached (familiar again), so when the weapon it's in the inventory, a familiar appears in the "phantom" inventory, granting the feats?

    -To bull rush testing purposes, it's posible to set it as the default attack of a creature, to see if it works?

    -Since grapple works as a spell (frog tongue attack), maybe bull rush could be made the same way (tho it could be hard, moving a charcter from it's place could imply new coordinates...)...and grapple working for characters too.
     
  7. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    it would be interesting to see what the bull rush animation was :p

    just a train of thought here: new animations are out and all, but is it possible to take a single frame from an existing animation and hold it? doesnt seem likely, but if it were the case, and the bull rush animation were suitable, perhaps a frozen bullrush animation in use with the existing grappled animation could work for PC grappling of some sort?

    :blink:

    sorry for the meandering there :p dum dee dum.... *wanders off in search of something shiny*
     
  8. Half Knight

    Half Knight Gibbering Mouther

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    Not a bad idea...i think that many of the combat animation are made the same way:

    the grapple shaking of characters it's the same animation used for barbarian rage, and some spells (i think bull strength) has the same animation...


    I dunno if a animation for bull rush actually exists, but it's listed in the animation file of some characters, and figures in the feats lits of the dll, so i suppose it exists (surely an adaptation of another anim)


    So far, what i tested for grappling didn't show any animation, the character just stands there, and the oponent sometimes shakes, and others just do nothing.

    It's pretty bugged, since the first attempt, the oponent always get free, you need to make another attemp the next round, and grappling don't do any damage to him, but the good thing it's that you can finish him with a coup de grace, since it's held. If you make a grapple against someone in your party, then grapple does damage to him (this could be fixed, since it's a spell, there must be a .pyc file).
    I should check it if it's applied the abiliti in a NPC, how will affect the oponents.
    Mi testing was appliying the ability in a armor, that's probably why didn't make damage
     
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