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June 20, 2011: Letoscript Boot & Potions of Renewal

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Post by The Amethyst Dragon Mon Jun 20, 2011 5:18 pm

Letoscript Driven Character Booting:

Starting with the module update dated June 20, 2011, I'm implementing a way to get rid of the need to boot characters from the game to modify ability scores, skill ranks, and feats.

This should make things smoother and faster for:
- setting subraces during character creation (skills, feats, and ability scores modifications)
- getting rid of unused cleric domains
- applying ability and hitpoint adjustments for dragonsoul levels
- using ability-increasing books
- releveling characters with dragonsoul levels (and/or cleric levels with certain deities)
- semi-class ability/feat adjustments (War Hulk, Dead Stalker)
- picking a new voice set (not 100% sure on this one, I'll test this one soon) { Nevermind. This one still requires letoscript and getting booted. Doesn't work now, but I'll fix it tomorrow. }

cheers

I think I've dug up all the letoscript calls in the module's scripts. I may have missed one or two, so if you get booted for a character modification after the June 20 module update (the date can be found by clicking on the server update sign in the Astral Conjunction), please let me know so that I can catch whatever was missed.

Potions of Magical Renewal:

After the next module update, these potions will instantly renew all memorized spells for prep casters and restore maximum spell slots for spontaneous casters (like it does currently), but:
- will no longer involve having to apply damage to the user (for restoring hitpoints to where they should be)
- will not despawn an Animator's golem(s)
- will not run 3 extra scripts to restore the drinker's skin properties, subrace effects, and customizing visual effects
- shouldn't end existing spell effects prematurely
- shouldn't despawn animal companions and familiars

Basically, I now have a way of restoring just spells and spell slots without doing what's called a ForceRest (and instant "rest" effect) and makig the server run multiple extra scripts just to "fix" what the ForceRest messes up.

I'm also cutting the price in half for such potions. If you see any of these potions in shops for around 3,000 gp after the module update, please let me know so I can put updated versions there.

Potions of Slumber:


I'm adding a new minor potion to the game, called a potion of slumber. Drinking this will make the imbiber very sleepy and allow him or her to sleep normally (it basically resets the "sleep timer"). Very handy for insomniacs that want to sleep, but just can't.


Last edited by The Amethyst Dragon on Tue Jun 21, 2011 4:07 am; edited 1 time in total
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Post by A_Vagabond Mon Jun 20, 2011 6:29 pm

Dare I ask the name of the extender allowing this change?
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Post by The Amethyst Dragon Mon Jun 20, 2011 7:11 pm

NWNX2 and a windows version of the nwnx_functions plugin. Smile
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Post by eeriegeek Mon Jun 20, 2011 8:30 pm

Exxxxceeelllllennntt.
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Post by MannyJabrielle Mon Jun 20, 2011 9:36 pm

Question about the removal of the DS feat. Will the script to check if the PC is a paladin and not remove the aura of courage feat since paladins are supposed to have it anyway?
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Post by The Amethyst Dragon Mon Jun 20, 2011 9:38 pm

Oh, and other minor change with the next module update...

The glowing arrows will no longer appear on the ground, visibly alerting everyone nearby to the Wanderer's Portal if you are wearing the proper item. Instead, a series of visuals (small orange rings) will give the direction, visible only to the wearer of said item.


Yup, it's nice to have some added functionality for things I've wanted all along (like visual effects that can be set as visible for specific characters only, and like being able to adjust ability scores without having to log a character out of the game).
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Post by The Amethyst Dragon Mon Jun 20, 2011 9:46 pm

MannyJabrielle wrote:Question about the removal of the DS feat. Will the script to check if the PC is a paladin and not remove the aura of courage feat since paladins are supposed to have it anyway?
DS feat? The aura of courage (which gives fear immunity) for Dead Stalkers? That's still in the game and shouldn't be removed. I'm just getting rid of the requirement for a Dead Stalker character to be booted from the game in order to get the feat permanently added.

It might get lost if:
1) your character starts out as some class other than paladin
2) then you gain paladin levels (and Aura of Courage)
3) then you take Dead Stalker levels that would grant the feat
4) then you use relevel scales to drop back to 1st level (removing the paladin level that granted the feat originally (and thus, the feat), but keeping the Dead Stalker levels)
5) then level back up in another class that doesn't grant the feat on its own
...in which case, a DM should be able to give you back the feat manually (it's feat id number is 300)
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Post by MannyJabrielle Mon Jun 20, 2011 10:03 pm

That's what I meant, if the character was paladin at 1st level and say, reincarnates (which removes semiclasses).... will such a PC have to get a DM to give back the aura of courage feat, or is there a check that looks for if the PC has paladin levels and skips removing the aura of courage feat?
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Post by Ra Cha Chongo Mon Jun 20, 2011 11:02 pm

If the new system allows for ability score adjustments without booting, would that also make it possible to remove the cap for temporary bonuses (at least maybe for barbarians)?
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Post by The Amethyst Dragon Mon Jun 20, 2011 11:09 pm

MannyJabrielle wrote:That's what I meant, if the character was paladin at 1st level and say, reincarnates (which removes semiclasses).... will such a PC have to get a DM to give back the aura of courage feat, or is there a check that looks for if the PC has paladin levels and skips removing the aura of courage feat?
After tomorrow there will be a check for that specific situation. Thanks for bringing it to my attention. I'd actually forgotten all about reincarnation/ascension when doing script today. Rolling Eyes

Ra Cha Chongo wrote:If the new system allows for ability score
adjustments without booting, would that also make it possible to remove
the cap for temporary bonuses (at least maybe for barbarians)?
Related post from a few hours ago. Razz

And yes, in the near future, but just for barbarian rage. Start getting into multiple stat bonuses adjustments from multiple sources, and very quickly things would get messed up in ways I wouldn't want to deal with.
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Post by Skywatcher Wed Jun 22, 2011 4:03 pm

Renewal potions no longer seem to be refreshing Diety granted bonus spells, specifically teleport for Gort clerics is not refreshed by a renewal potion.
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Post by The Amethyst Dragon Wed Jun 22, 2011 6:21 pm

Skywatcher wrote:Renewal potions no longer seem to be refreshing Diety granted bonus spells, specifically teleport for Gort clerics is not refreshed by a renewal potion.
Thanks for letting me know.
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Post by daveyeisley Thu Jun 23, 2011 5:23 pm

Do the changes to renewal potions also still allow the potions to restore feat usages?
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Post by Elhanan Thu Jun 23, 2011 6:42 pm

daveyeisley wrote:Do the changes to renewal potions also still allow the potions to restore feat usages?

They did not reset charges on a device it used to, but my spells were restored; uncertain of feats.
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Post by The Amethyst Dragon Thu Jun 23, 2011 8:42 pm

daveyeisley wrote:Do the changes to renewal potions also still allow the potions to restore feat usages?
After the next server reset/module update it'll restore the granted spell feats of priests, but not other feats.

I'm going to have it work for Blinding Speed (since that one "casts" a spell) and the assassin, blackguard, and arcane archer "spell feats", since I forgot those, too.

Other feats (such as turn undead) won't get that benefit, but the new potions of slumber (sold by Smitty and some other merchants and added to random loot drops) will allow one to shortcut the sleep delay timer to sleep and restore everything else (feats and item uses/day).
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Post by Elhanan Tue Jul 05, 2011 9:14 am

Have these non-Bootable attachments made their way to the Dragonsoul PrC yet? I have not played one yet, but noticed the warning tag over frequent booting.
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Post by The Amethyst Dragon Tue Jul 05, 2011 12:08 pm

Elhanan wrote:Have these non-Bootable attachments made their way to the Dragonsoul PrC yet? I have not played one yet, but noticed the warning tag over frequent booting.
Yes, it should be in for Dragonsouls. I think the only character change I haven't been able to use the new functionality for is for changing voice sets (which still requires Leto).
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Post by Angel of Death Fri Jul 08, 2011 7:18 am

The Amethyst Dragon wrote:
Elhanan wrote:Have these non-Bootable attachments made their way to the Dragonsoul PrC yet? I have not played one yet, but noticed the warning tag over frequent booting.
Yes, it should be in for Dragonsouls.

It is, and working too. Just took my 2nd level in Dragonsoul without getting booted for STR increase. Smile
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Post by Elhanan Fri Jul 08, 2011 11:44 am

Techless Question: Is there any way that this new system could be adding to the huge lag seen yesterday before the reset?

I try and use some self-limitations to fight the mighty Lag monster, and save Hellballs for sparcly populated server occasions, limit Bags of Holding to 3 per page of inventory, etc. But I am clueless as what could have created the old time Lag jumping seen yesterday with only two lowbies on the server.

Thanks!
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Post by Skywatcher Sun Jul 31, 2011 7:50 pm

The Amethyst Dragon, Lady Shea ability upgrade purchases still do the boot thing, they work fine, just still boot you.
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Post by The Amethyst Dragon Mon Aug 01, 2011 1:04 am

Skywatcher wrote:June 20, 2011: Letoscript Boot & Potions of Renewal 787378, Lady Shea ability upgrade purchases still do the boot thing, they work fine, just still boot you.
Thanks for letting me know. I forgot about her stat upgrades when redoing the code.

Oh, look. A conveniently open module in the toolset. Razz
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