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Smite & Dev crit

 
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xardex



Joined: 02 Mar 2010
Posts: 40

PostPosted: Thu Jul 22, 2010 23:58    Post subject: Smite & Dev crit Reply with quote

Just two things I have been pondering:

I was wondering if one could make smite evil and smite good work regardless of alignments..? I didn't find anything related to this

I did find out that there is plugins for linux that allow you to change how devcrit works... I propably know the answer already, but is there plugins for windows that allow you to meddle with the almighty devcrit?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Fri Jul 23, 2010 0:10    Post subject: Reply with quote

Nothing public about smite afaik, but nwnx_events on windows from Terra_777 can hook OnCritical an I think it disabled the normal devast functionality (not sure, I got new feats so I dont care, Im faking old dev in this new event)
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xardex



Joined: 02 Mar 2010
Posts: 40

PostPosted: Fri Jul 23, 2010 1:00    Post subject: Reply with quote

This Terra's event plugin seems okay, and it works too. (Tested that much)

Unfortunately I dont have time right now to figure out how to go about modding that dev crit, but a quick glance tells me that I'd be very, very grateful if someone gave me a hint or two. Rolling Eyes
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Fri Jul 23, 2010 1:22    Post subject: Reply with quote

There is my script for this event, might give you idea. Note Im using custom hak packs so I made new dev feats. I dont know if this event bypasses default dev crit behavior, if not, you will have to remove dev crit feats probably.

Code:
 case EVENT_DEVASTATING:
 oNPC = GetAttackTarget(oPC);
  if(!GetIsObjectValid(oNPC))
  {
  return;
  }
  if(GetObjectType(oTarget) == OBJECT_TYPE_CREATURE)
  {
  nBaseItemType = BASE_ITEM_GLOVES;
  }
  else
  {
  nBaseItemType = GetBaseItemType(oTarget);
  }
  if(GetHasFeat(nBaseItemType+1320,oPC))
  {//new devast code
  int nDC = GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER,oPC)+
            GetLevelByClass(CLASS_TYPE_BARBARIAN,oPC)+
            GetLevelByClass(CLASS_TYPE_BLACKGUARD,oPC)+
            GetLevelByClass(CLASS_TYPE_DISCIPLE_OF_DISPATER,oPC)+
            GetLevelByClass(CLASS_TYPE_DISCIPLE_OF_MEPHISTOPHEL,oPC)+
            GetLevelByClass(CLASS_TYPE_DIVINE_CHAMPION,oPC)+
            GetLevelByClass(CLASS_TYPE_DWARVEN_DEFENDER,oPC)+
            GetLevelByClass(CLASS_TYPE_ELDRITCH_KNIGHT,oPC)+
            GetLevelByClass(CLASS_TYPE_FIGHTER,oPC)+
            GetLevelByClass(CLASS_TYPE_FIST_OF_HEXTOR,oPC)+
            GetLevelByClass(CLASS_TYPE_FRENZIED_BERSERKER,oPC)+
            GetLevelByClass(CLASS_TYPE_PALADIN,oPC)+
            GetLevelByClass(CLASS_TYPE_PEERLESS_ARCHER,oPC)+
            GetLevelByClass(CLASS_TYPE_PURPLE_DRAGON_KNIGHT,oPC)+
            GetLevelByClass(CLASS_TYPE_RANGER,oPC)+
            GetLevelByClass(CLASS_TYPE_SHINING_BLADE_OF_HEIRONEOUS,oPC)+
            GetLevelByClass(CLASS_TYPE_WEAPON_MASTER,oPC);
  nDC = (nDC/2)+10+GetAbilityModifier(ABILITY_STRENGTH,oPC);
   if(!FortitudeSave(oNPC,nDC,SAVING_THROW_TYPE_DEATH,oPC))
   {
   FloatingTextStrRefOnCreature(1770,oPC,TRUE);
   CORE_ApplyEffectToObject(DURATION_TYPE_INSTANT,SupernaturalEffect(EffectDeath(TRUE)),oNPC);
    if(GetIsPC(oNPC))
    {
    CORE_ApplyEffectToObject(DURATION_TYPE_PERMANENT,ExtraordinaryEffect(EffectLinkEffects(EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY),EffectCutsceneGhost())),oNPC);
    }
   }
   else
   {
   SendMessageToPCByStrRef(oPC,86683);
   }
  }
  else if(nBaseItemType == BASE_ITEM_SHORTSPEAR && nBaseItemType == BASE_ITEM_TRIDENT)
  {
  int nDamage;
   if(GetHasFeat(FEAT_STORMLORD_SHOCKING_WEAPON,oPC))
   {
   nDamage = d10();
   CORE_ApplyEffectToObject(DURATION_TYPE_INSTANT,CORE_EffectDamage(nDamage,DAMAGE_TYPE_ELECTRICAL),oTarget);//TODO mozna pridat delay
    if(nDamage > 4)
    {
    CORE_ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_COM_HIT_ELECTRICAL),oTarget);
    }
   }
   if(GetHasFeat(FEAT_STORMLORD_THUNDER_WEAPON,oPC))
   {
   nDamage = d8();
   CORE_ApplyEffectToObject(DURATION_TYPE_INSTANT,CORE_EffectDamage(nDamage,DAMAGE_TYPE_SONIC),oTarget);
    if(nDamage > 4)
    {
    CORE_ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_COM_HIT_SONIC),oTarget);
    }
   }
  }
 break;

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xardex



Joined: 02 Mar 2010
Posts: 40

PostPosted: Fri Jul 23, 2010 11:25    Post subject: Reply with quote

I cant believe how simple this turned out to be! Thanks alot Shadooow! Mr. Green

EDIT

Well I might just as well ask here; is there a plugin like this (for windows) that lets me to meddle with other "active" combat feats, like knockdown and disarm?
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