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Implemented Ideas / Re: Stoneskin and rangers« on: July 15, 2019, 02:27:26 pm »
Eschew 1 works for Ranger level 4 spells once the Ranger reaches level 14.
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Layonara Server / Re: NWN Module Changelog Entries« on: July 14, 2019, 01:08:58 pm »
A new changelog entry has been added. https://wiki.layonara.com/wiki/Changelog_4-16
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General Discussion / Re: Question about Lens Pricing, and potentially changing Lens Pricing« on: July 09, 2019, 06:09:17 pm »
Just for reference this is the Bioware documentation for Item Cost:
4.4. Cost Calculation The cost of an item is determined by the following formula: ItemCost = [BaseCost + 1000*(Multiplier^2 - NegMultiplier^2) + SpellCosts]*MaxStack*BaseMult + AdditionalCost where:
4.4.1. Base Cost BaseCost = BaseCost column value from baseitems.2da for all items except armor. For armor, BaseCost is the cost in armor.2da for the armor's base AC. The armor's base AC is the ACBONUS from parts_chest.2da, using the part number of the chest as the index into parts_chest.2da. 4.4.2. Multipliers Multiplier is the sum of the costs of all the Item Properties whose costs are positive. That is: NegMultiplier is the sum of the costs of all Item Properties whose costs are negative. If an Item Property has a PropertyName of 15 (Cast Spell), then omit it from the Multiplier/NegMultiplier totals. It will be handled when calculating the SpellCosts instead. To calculate the cost of a single Item Property, use the following formula: ItemPropertyCost = PropertyCost + SubtypeCost + CostValue Add the ItemProperty's cost to the Multiplier total if it is positive. Add it to the NegMultiplier total if it is negative. Note that Item Property Params do not affect Item Property cost. The PropertyCost, SubtypeCost, and CostValue terms are obtained as described below. PropertyCost In itempropdef.2da, get the floating point value in the Cost column, at the row indexed by the PropertyName Field of the ItemProperty Struct. If the Cost column value is ****, treat it as 0. This floating point value is the PropertyCost. SubtypeCost If the PropertyCost obtained above from itempropdef.2da was 0, then get the ResRef in the SubTypeResRef column of itempropdef.2da, at the row indexed by the 2PropertyName Field of the ItemProperty Struct. This is the resref of the subtype table 2da. In the subtype 2da, get the floating point value in the Cost column at the row indexed by the Subtype Field of the ItemProperty Struct. This floating point value is the SubtypeCost. Only get the SubtypeCost if the PropertyCost was 0. If the PropertyCost was greater than 0, then the SubtypeCost is automatically 0 instead. CostValue In iprp_costtable.2da, get the string in the Name column at the row indexed by the CostTable Field in the ItemProperty Struct. This is the ResRef of the cost table 2da. In the cost table, get the floating point value in the Cost column in the row indexed by the CostValue Field in the ItemProperty Struct. This floating point value is the CostValue. 4.4.3. Cast Spell Costs To calculate the cost of a single Cast Spell Item Property, use the following formula: CastSpellCost = (PropertyCost + CostValue)* SubtypeCost The PropertyCost, SubtypeCost, and CostValue terms are obtained in the same way as for non- CastSpell Item Properties. After calculating all the CastSpellCost values for all the Cast Spell Item Properties, modify them as follows:
After adjusting the CastSpellCosts, add them up to obtain the total SpellCosts value. Use the total SpellCosts to calculate the total ItemCost using the formula given at the very beginning of Section 4.4. 64
General Discussion / Re: Question about Lens Pricing, and potentially changing Lens Pricing« on: July 09, 2019, 03:24:32 pm »
The lens pricing is the same value you see on item descriptions now so it's not even needed.
Calculations of item value are very very complex. They involve a base cost, an added cost, multipliers on the base cost and the added cost for each properties. I can't just arbitrarily set a solitary value on an item. We have to tune the multipliers and it's very very hard to do that. 65
Bug Reports / Re: chests not showing contents or activity« on: July 09, 2019, 11:06:08 am »
Try erasing the description with ~~wipe and then adding removing an item to refresh the contents/activity.
With newly added stacking changes the engine is combining multiple stacks that were once in the container and that triggers the ondisturb. Those are the events with no name. 66
Layonara Server / Re: NWN Module Changelog Entries« on: July 06, 2019, 01:55:11 pm »
A new changelog entry has been added. https://wiki.layonara.com/wiki/Changelog_4-15
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Calendar Events / Re: Dwarven Moot with the Stonesmasher Brothers« on: July 04, 2019, 01:31:30 pm »68
General Discussion / Re: Talking Quest Giver Responses« on: July 03, 2019, 09:45:17 pm »
You reply with "Yes <FirstName>" or "Yes Mr. <LastName>" (sometimes it's quirky if the quester's first or last name ends with "no" or "nah" so you have see what you can do.
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Layonara Server / Re: EE on Ubuntu« on: July 03, 2019, 06:58:34 pm »
I do.
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Fixed Bugs / Re: Double account name« on: July 01, 2019, 09:12:28 pm »
Okay this should be corrected. You're both okay to log in again. There may have been a couple quirks with some persistent data but we'll work them out if so.
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Layonara Server / Re: NWN Module Changelog Entries« on: July 01, 2019, 06:54:56 pm »
A new changelog entry has been added. https://wiki.layonara.com/wiki/Changelog_4-14
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Layonara Server / Re: NWN Module Changelog Entries« on: June 30, 2019, 05:15:09 am »
A new changelog entry has been added. https://wiki.layonara.com/wiki/Changelog_4-13
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Layonara Server / Please welcome Tobias to the GM Team!« on: June 24, 2019, 05:34:21 pm »
Were pleased to announce we've selected Tobias to help us out with some GM duties. He's shown a strong ability to coordinate player events, helped me out with many things in the transfer to EE, contributed to module development and has experience with the DM client and DMing on Layonara. Tobias will start out getting re-acquainted with the tools doing some small flavour and impromptu things then we hope he will soon be able to start contributing to quests. Please welcome him back!
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Rumour Has It / Re: Looking for the Stonesmasher Brothers to Carve a Dwarven Hearth-Home« on: June 22, 2019, 04:38:05 pm »
A dwarven woman with an armful of oak catches the note as she heads to the Craft Hall.
She pops out a piece of charcoal herself and writes at the bottom, "Last I heard, Stonesmashers were working on a commission in the Deadmans Pass near North Fort on Dregar. If you want to make sure they hear about your request it'd be best to post a notice at the Stone Tankard in Bloody Gate" 75
Layonara Server / Re: NWN Module Changelog Entries« on: June 20, 2019, 09:36:36 pm »
A new changelog entry has been added. https://wiki.layonara.com/wiki/Changelog_4-12
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Calendar Events / Re: Revenge of the Crimson Tide« on: June 20, 2019, 09:08:19 pm »// This is actually one of those tricky calendar posts that look no different to a regular post, scheduled for 2019-06-22. Oh yes, Happy Summer/Winter Solstice to everyone too. // Events posted to the calendar will now go in the Calendar Events forum. Additionally the date is listed at the top of the thread. 77
Layonara Server / Re: NWN Module Changelog Entries« on: June 15, 2019, 12:15:51 pm »
A new changelog entry has been added. https://wiki.layonara.com/wiki/Changelog_4-11
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General Discussion / Re: How I learned to stop worrying and love the... time slip« on: June 12, 2019, 09:50:04 am »
The change in time has to do with the slow down relative to earth which we put in place effective Janra 1, 1420.
More information here: https://forums.layonara.com/implemented-ideas/community-alternate-timeline/msg10449988/#msg10449988 The following users thanked this post: Script Wrecked
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General Discussion / Re: NWN EE subrace question - Brownies and wemics« on: June 11, 2019, 12:11:58 pm »
There are a lot of nwnx community members awaiting my development on it so I think I'll have a good set of testers, hehe. And Layonara will be a good test anyway.
I will have to write a conversion script for existing players, yes. It will probably just be done on the character files themselves though, not in game, so you won't even see the transformation happen. Thank you - will do. 80
General Discussion / Re: NWN EE subrace question - Brownies and wemics« on: June 11, 2019, 08:59:51 am »
Oh I forgot about this, please pick halfling with brownie as the subrace for now. Skins are still needed for a few small things but that will soon be corrected. I'm working on the Race system.
On the character creation screen there is now an option to pick wemic and brownie. Should we use that option or do we still pick "hafling" and then enter "brownie" as subrace (in the case of brownies)? The entry in the wiki predates the move to EE. The following users thanked this post: Xiaobeibi
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