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Author Topic: Scouts' Skirmish ability does not seem to work with ranged weapons  (Read 847 times)

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June 09, 2017, 02:37:34 AM
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Evening!

I'm running PrC 3.5, on game version 1.69.8109 in the default NWN campaign.

Skirmish does not seem to trigger with Ranged weapons, even if within 30 feet. I get the AC bonus, but my arrows do not seem to do additional damage.

Is there a way I can fix this?
« Last Edit: June 09, 2017, 03:05:59 AM by Mecheye »


August 30, 2017, 12:32:58 AM
Reply #1
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I've noticed this as well. Tried a scout/bowman/warsling sniper.

Skirmish works fine in melee, but the damage does not trigger at range even if I am within 30ft, and have moved 10ft in the round.

I've attacked from stealth, flanking, and getting a standard sneak attack (and the AC bonus from skirmish)  But the additional Skirmish damage isn't added or registered.

Please, if there is a fix that would make this class playable - as it stands it really spoils the class if its ability only functions in melee.


March 30, 2018, 12:13:33 AM
Reply #2

If anyone still wants a fix for Skirmish with ranged weapons (actually, it worked with darts etc.), I found what was wrong with the script.

oItem          = GetSpellCastItem();

GetWeaponRanged() function doesn't recognize projectiles so I added another condition to account for all ranged projectile weapons, throwing weapons and melee weapons:

if(GetLocalInt(oPC, "ScoutSkirmish") && ( GetWeaponRanged(oItem) || IPGetIsProjectile(oItem) || IPGetIsMeleeWeapon(oItem)) ) 

I had to add functions to make the damage type change adapt to the ammo/base weapon type (it was going for magical damage due to ammo not having a damage type itself) but there might be more elegant ways to do that and anything else I did but for now all the weapon types I tested (slings, crossbow, bow, dart and a handaxe) worked fine.

I also applied the Eventscript to each ammunition slot (was too lazy to do if conditions for each case):

AddEventScript(oAmmo, EVENT_ITEM_ONHIT, "prc_scout", TRUE, FALSE);

I am not sure how important it is to remove each instance of the EventScript at the end so I left it out for now, that might be something to look out for.