NWN2 Toolset

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

PHB Movement Skills

 
Post new topic   Reply to topic    NWN2 Toolset Forum Index -> NWN2 Script Vault
View previous topic :: View next topic  
Author Message
Hellcow



Joined: 17 Jan 2007
Posts: 100
Location: Denmark

PostPosted: Thu Mar 01, 2007 8:54 am    Post subject: PHB Movement Skills Reply with quote

A must for all PWs.

The scripts allow you to use skills such as swimming, climbing, jumping, and balancing.

Only registered users can see links on this forum!
Register or Login on forum!



Quote:
Player Handbook Movement Skills 1.02

by OldManWhistler


Only registered users can see links on this forum!
Register or Login on forum!



I've done a lot of other packages to help bring NWN more of a PnP feel, check out my portfolio:

Only registered users can see links on this forum!
Register or Login on forum!



DESCRIPTION

This is a simple system that implements several of the 3E PHB skills that were left out of NWN. This script adds checks for Balance, Climb, Jump, Swim and Tight Space (based on Escape Artist). The implementation follows the 3E rules for the skills and the documentation includes a print out of guidelines for how to determine the Difficulty Check when adding the skill check to your module. The intent of this package is to add some additional player versus environment situations to the game.

It doesn't *really* add any new skills to the game (no hak pak), what it does is provide the builder a means to use placeables or triggers to create a transition between any two points. Whether or not a player can use the transition is based on the 3E rules governing the five movement skills. The player uses the object and if they pass a successful skill check then they can go to the destination.

This script is loosely based off of a custom script by Demetrious and a similar package by Dlaun [url=(http://nwvault.ign.com/Files/scripts/data/1052921930670.shtml).]Click Here[/url] I was not 100% happy with either system because I felt it was possible to fully implement the 3E rules, it could all be done with one generic script, and there was no need for conversations. Having the object use a conversation to control the skill would mean the transitions couldn't be used in combat.

INSTALLATION

Import phb_ms_X_XX.erf into the module. This will give you the script, a base placeable and a base trigger.

If you want to have a set of pre-built placeable and triggers to work from, then also import phb_ms_X_XX_dm.erf

CONFIGURATION

The placeables / triggers can be found in Custom 5. This documentation also appears under the comments tab of the placeable. The name of the placeable is shown to the player when they successfully pass the skill. The tag of the placeable configures how it will work. The tag has the following format: SKILL_DC_WP_DMG

SKILL: number from 1 to 7.
1 Balance
2 Climb
3 Jump (3E)
4 Swim
5 Tight Space
6 Long Jump (3.5E)
7 High Jump (3.5E)

DC: number, the difficulty check to beat. This document has guidelines for how to set the DC. In general, the higher the DC the harder it will be, the lower the DC the easier it will be.

WP: string, tag of the destination waypoint. YOU CANNOT USE underscore (_) IN THE TAG OF THE WAYPOINT! If no WP is specified, then it will look for the nearest object with the same tag (thus, waypoints are not needed if you always used matched pairs). But there is a limited distance to how far it will search, it is controlled by the MS_MAX_NO_WP_SEARCH_DISTANCE constant.

DMG: number, maximum amount of random damage to deal on critical failure. Damage dealt is between 0 to DMG-1 and is recalculated every time. If DMG is set to 0 then it means that players will never take damage on failure and will take 10 on their second try and take 20 on their third try. This means that anything with a DC of less than 20 will be successful, depending on the penalties for that player.

Failing a Balance, Climb, or Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the damage. The falling damage can kill you.
Failing a Swim check by more than 5 means you take drowning damage. Drowning damage cannot kill you.
Failing a Tight Space check by more than 5 means that you damage yourself on the attempt. This damage cannot kill you.

THE SKILLS

Balance - uses DEX, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill.
Climb - uses STR, affected by Armor Check Penalty and Encumbrance Penalty
Jump - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class, affected by creature size modifier.
Long Jump (3.5E) - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class
High Jump (3.5E) - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class, affected by creature size modifier.
Swim - uses STR, -1 skill for every 5lb of weight character has.
Tight Space - uses DEX, affected by creature size modifier, Armor Check Penalty and Encumbrance Penalty. (NOTE: this skill diverges from the PHB)

Failing a Balance, Climb, or Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the damage. The falling damage can kill you.
Failing a Swim check by more than 5 means you take drowning damage. Drowning damage cannot kill you.
Failing a Tight Space check by more than 5 means that you damage yourself on the attempt. This damage cannot kill you.

Thanks to Mogney and Lazybones for some help with the design
For the 3.5 jump skills (Long Jump and High Jump) there are the following modifications compared to 3E jump:
- If you succeed by less than 5 then you land prone.
- If you fail by less than 5 then you can still succeed if you pass a DC15 reflex save.
- Halflings get +2 to jump skill.
- High jump is affected by creature size. I assume that the DCs are all based off of medium sized creatures.
- tiny creatures get a 24 point penalty to their rolls
- small creatures get a 16 point penalty to their rolls
- large creatures get a 32 point bonus to their rolls
- huge creatures get a 128 point bonus to their rolls.

FEATURES

- Includes an extensive example module and two erfs.
- 1 script, 1 trigger, 1 placeable. Does not override any NWN content or require hak paks.
- Placeable and trigger are in Custom 5 and have built-in documentation under the comment field.
- The player's ranks in the "new" skills are calculated based on if the character had put the maximum possible number of skill points into it.
- You can globally reconfigure how much of their maximum possible movement skill a player should get. Default is 75%.
- Trigger / placeable tag specifies the type of skill check, DC, destination waypoint tag and the maximum damage from Critical Failure (failure by more than 5).
- Trigger / placeable name is displayed as the description of the action.
- Automatically displays the direction between the source and the destination and makes the player face the destination.
- Displays a different animation and sound for each different skill.
- Displays a difficulty appraisal (certain, easy, average, hard, impossible) based on the roll needed to succeed so that players can decide whether or not they want to try the action.
- Damage can be specified for Critical Failure. It will apply a random value between 0 to the maximum damage specified.
- You can configure how much falling damage is reduced by a Tumble save. Default is the tumble save reduces damage to 75%.
- If a waypoint exists with the name of the destination followed by "F" then that is where the player will go when they fail.
- If no destination waypoint exists then it will search for the nearest object with the same tag within 3 tiles. This is so that skill placeables can be placed live by a DM.
- Takes 10 on the 2nd try and takes 20 on the 3rd try if there is no chance of taking damage and the player is not in combat.
DM SUPPORT

We *ALL* know that players never do what you expect them to, so this system is built in such a way that the placeables can be placed live without the need for destination waypoints so long as the destination is the nearest object with the same Tag. This is considerably easier to do live compared to rolling skill checks for each player and jumping them individually.

There is a second erf inside for DMs who want to be able to place down skills live (ie: in a soundstage module). It can also be used by builders who just want to place down checks in their modules without having to think too hard about which DC to use.

The sample erf contains only placeables. Any triggers that are placed live instantly become traps because of a bug in NWN. Also, having a large number of clickable triggers close together causes a huge amount of graphics lag (same thing happens with area transitions).

The sample erf contains 31 placeables.

Balance (looks like a Scorch Mark)
(B05) The floor looks slippery.
(B10) The floor looks slippery and inclined or uneven.
(B15) The floor looks uneven and slippery.
(B20) The floor looks uneven, slippery and inclined.

Climb (looks like a Boulder)
(C05) A knotted rope. (looks like a Pull Chain)
(C10) A surface with ledges to hold on to and stand on.
(C15) A surface with adequate handholds and foot holds.
(C20) An uneven surface with some narrow handholds and footholds.
(C25) A rough surface or an overhang / ceiling with handholds but no footholds.
(C30) A slippery rough surface.

Jump (looks like Butterflies)
(LJ05) Long jump of 5 feet.
(LJ10) Long jump of 10 feet.
(LJ15) Long jump of 15 feet.
(LJ20) Long jump of 20 feet.
(LJ25) Long jump of 25 feet.
(LJ30) Long jump of 30 feet.
(HJ04) High jump of 9 feet.
(HJ08) High jump of 10 feet.
(HJ12) High jump of 11 feet.
(HJ16) High jump of 12 feet.
(HJ20) High jump of 13 feet.
(HJ24) High jump of 14 feet.
(HJ28) High jump of 15 feet.
(HJ32) High jump of 16 feet.


Swim (looks like a Water Drip)
(S10) Calm water.
(S15) Rough water.
(S20) Stormy water.

Tight Space (looks like Stones)
(TS00) An opening.
(TS10) A small space.
(TS20) A narrow space with a chance of getting stuck.
(TS30) A tight space where your head fits but your shoulders don't.



IMPLEMENTATION NOTES

Any of the skill rules that required removing heavy armor (running jumps) or removing shields (climbing) were removed since it only serves as an annoyance to the players. If they can pass the DC with the armor check penalty from their equipment then so be it.

Since the skills aren't actually available in the NWN game engine, the player's skill ranked is faked by determining their class levels and whether or not each class would have had that skill as a class based skill. This means that players will always have the maximum possible rank in the skill. This isn't true to PnP, and it might make the DCs easier than they are intended to be. There is a scaling factor in the script that can determine what percentage of the maximum possible skill a player should have. Default is 75%.

If their first class had the skill as a class based skill then they get 4 points as base, otherwise they get 2 points. After that they get 1 point for every level as a class-skill class and 1 point for every two levels in a non-class-skill class.

// What percentage of their maximum possible Movement skill should players be given?
// Value from 0 to 100.
const int MS_MOVEMENT_SKILL_PERCENTAGE = 75;

The PHB also specifies that if a player fails a balance, climb or jump check by more then five then they take damage based on how much they fall. A successful Tumble check reduces the falling damage by 10 ft. Since the Z-axis of the game is likely different then what the Builder intends it to be, I decided that how much a Tumble check reduces the balance should be globally configurable by the builder rather than an automatic distance check that is most likely inaccurate.

// What percentage should a successful Tumble check reduce Balance / Climb / Jump damage?
// Value from 0 to 100.
const int MS_TUMBLE_SAVE_REDUCTION_PERCENTAGE = 75;


CLASS SKILLS

Each class gets the following as a class skill:

Barbarian: Climb, Jump, Swim
Bard: Balance, Climb, Escape Artist, Jump, Swim
Cleric: None
Druid: Swim
Fighter: Climb, Jump, Swim
Monk: Balance, Climb, Escape Artist, Jump, Swim
Paladin: None
Ranger: Climb, Jump, Swim
Rogue: Balance, Climb, Escape Artist, Jump, Swim
Sorcerer: None
Wizard: None

Arcane Archer: None
Assassin: Balance, Climb, Escape Artist, Jump, Swim
Blackguard: None
HarperScout: Climb, Escape Artist, Jump, Swim
Shadowdancer: Balance, Jump

APPENDIX A: PLAYER DOCUMENTATION

You may want to add the following section to the player documentation for your module or as a journal entry.

RULES: Movement (balance, climb, jump, swim, tight space)

In this module you will encounter objects that you can use to traverse obstacles using one of the five following skill: balance, climb, jump, swim or tight space. Click on the object to activate the skill. You will be given a message telling you what kind of skill it uses, an appraisal of how difficult it will be to pass, and the direction you will be heading. You automatically become better at these skills as you gain levels.

You base ability in the skill is based off of level, but certain classes are better at some skills than others:
Barbarian excels at Climb, Jump, Swim.
Bard excels at Balance, Climb, Jump, Swim, Tight Space.
Druid excels at Swim.
Fighter excels at Climb, Jump, Swim.
Monk excels at Balance, Climb, Jump, Swim, Tight Space.
Ranger excels at Climb, Jump, Swim.
Rogue excels at Balance, Climb, Jump, Swim, Tight Space.
Assassin excels at Balance, Climb, Jump, Swim, Tight Space.
Harper Scout excels at Climb, Jump, Swim, Tight Space.
Shadowdancer excels at Balance, Jump.

Balance improves with dexterity and has synergy with Tumble skill. To reduce penalties, try removing your armor and reducing your encumbrance if you are unable to pass the check.
Climb improves with strength. To reduce penalties, try removing your armor and reducing your encumbrance if you are unable to pass the check.
Long Jump improves with strength and has synergy with Tumble skill. To reduce penalties, try removing your armor and reducing your encumbrance if you are unable to pass the check.
High Jump improves with strength and has synergy with Tumble skill. To reduce penalties, try removing your armor and reducing your encumbrance if you are unable to pass the check. Larger creatures find it easier to high jump than smaller creatures.
Swim improves with strength. To reduce penalties, try reducing your encumbrance if you are unable to pass the check.
Tight Space improves with dexterity. To reduce penalties, try removing your armor and reducing your encumbrance if you are unable to pass the check. Smaller creatures find it easier to pass through a tight space than larger creatures.

Player Handbook Movement Skills was created by OldManWhistler and is available for download at

Only registered users can see links on this forum!
Register or Login on forum!



CHANGELOG

1.00 2003 / 08 / 30
Initial Release
1.01 2003 / 09 / 04
- There is no spoken notification when a DM passes a movement skill check.
- Removed the 3E jump placeables / triggers, although the script still supports it.
- Added support for 3.5E long jump and high jump (since the rules make more sense)
- Added 3.5E jump placeables
- Removed the triggers from the dm_pack since you can't place them live anyways.
1.02 2003 / 09 / 28
- Added Take 20 based on recommendation from Mogney.
- Added player documentation.
- Added builder notes.


Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    NWN2 Toolset Forum Index -> NWN2 Script Vault All times are GMT
Page 1 of 1

Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum





Powered by phpBB © 2001 phpBB Group

Chronicles phpBB2 theme by Jakob Persson (http://www.eddingschronicles.com). Stone textures by Patty Herford.

Abuse - Report Abuse
Powered by forumup.com free forum, create your free forum!
Created by Raulken of Hyarbor S.r.l.
TOS & Privacy.

Page generation time: 0.064