Set trap is indeed linked to DEX, but climb is modified by STR. Other than wait for a climb skill, you're better off (if possible) simply forcing an ability check and adjusting DC as needed.White Warlock wrote:A good option would be *set traps*. It's available as a prime skill to the same classes that would be good at climbing, it's not being used by ALFA (that i'm aware of), and it relies on dex as its prime ability.
Climbing
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- psycho_leo
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No need to have players waste skill points in Set Trap when you could use an ability check instead and 1.13 is set to roll around anytime now... (Next year.)White Warlock wrote:If there is an existing skill that is not being used by ALFA, you can simply instead 'refer' to it as climbing. Ensure everyone knows this, and *poof*, you're set. A good option would be *set traps*. It's available as a prime skill to the same classes that would be good at climbing, it's not being used by ALFA (that i'm aware of), and it relies on dex as its prime ability. So, just script the climbing functions to use *set traps,* Make it very clear to everyone in ALFA that *set traps* is actually Climbing, and you're set.
My thoughts. Eat them as is or beat them with a stick until they're chewy.
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Is it really based on strength? That's silly. I made climbing records when i was young, and it was due to me being very dexterous, not necessarily strong. In fact, my rock climbing was really about dexterity*. Those without it just couldn't keep up, regardless of how strong they were.
But, I'm sure it's what the game designers set up, right? Like they've ever gotten out of their cubicles to actually know what climbing is all about. *rolls eyes*
Hey... so... monkeys... strength or dexterity that makes them great climbers?
* trivia: techniques used for rock climbing, rope climbing, and otherwise, are largely dependent upon dexterity. Muscling up a rope just gets you tired and is grossly inefficient. And, do recall that dexterity is still about muscle use, but more along the lines of Cirque du Soleil
But, I'm sure it's what the game designers set up, right? Like they've ever gotten out of their cubicles to actually know what climbing is all about. *rolls eyes*
Hey... so... monkeys... strength or dexterity that makes them great climbers?
* trivia: techniques used for rock climbing, rope climbing, and otherwise, are largely dependent upon dexterity. Muscling up a rope just gets you tired and is grossly inefficient. And, do recall that dexterity is still about muscle use, but more along the lines of Cirque du Soleil
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A fat, smelly biker couldn't intimidate anyone. You know he'd kill you, or not. You may fear death, but not the biker.
Now a blond, blue eyed nazi, that's another matter. He might kill you. Probably after slow, deliberate and extensive torture. He might also find and torture anyone you love. Or he may keep you alive, and live with the fear he'll do all that.
The biker brings an adrenaline-fuelled fear. Fight or flee. The nazi... he'll make you do stuff. He'll cause you to betray anything you hold dear. You'll be intimidated long after he's gone. Possibly even long after he's dead. He'll get under your skin, and stay there forever more. That is instilling fear. Real fear.
Fear is a Charisma based skill. Definitely.
Now a blond, blue eyed nazi, that's another matter. He might kill you. Probably after slow, deliberate and extensive torture. He might also find and torture anyone you love. Or he may keep you alive, and live with the fear he'll do all that.
The biker brings an adrenaline-fuelled fear. Fight or flee. The nazi... he'll make you do stuff. He'll cause you to betray anything you hold dear. You'll be intimidated long after he's gone. Possibly even long after he's dead. He'll get under your skin, and stay there forever more. That is instilling fear. Real fear.
Fear is a Charisma based skill. Definitely.
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Eh, that does bring up a good point, I suppose. A Zhent would be more scarier then an orc to people, fo sho.hollyfant wrote:A fat, smelly biker couldn't intimidate anyone. You know he'd kill you, or not. You may fear death, but not the biker.
Now a blond, blue eyed nazi, that's another matter. He might kill you. Probably after slow, deliberate and extensive torture. He might also find and torture anyone you love. Or he may keep you alive, and live with the fear he'll do all that.
The biker brings an adrenaline-fuelled fear. Fight or flee. The nazi... he'll make you do stuff. He'll cause you to betray anything you hold dear. You'll be intimidated long after he's gone. Possibly even long after he's dead. He'll get under your skin, and stay there forever more. That is instilling fear. Real fear.
Fear is a Charisma based skill. Definitely.
To everyone but Teric: you're horribly off topic, and cluttering a thread that is created by a contributor who is genuinely trying to help the community. Please take this discussion somewhere else.

Get2DAString and StringToInt will be your best friends, then. I'm not sure what the function call to acquire the type of armor is, but I can promise that if it exists, it'll return an integer, and that ingeger will match up with the line on the 2da. You're stuck counting columns (and probably experimenting) to get the appropriate item out of the 2da, and it'll always return a string, whether or not the entry is numerical, so you'll likely have to have something to the tune of StringToInt(Get2DAString("armor_types", 4, iArmorType)); to get accurate feedback, with that "4" and that 2da file name being stabs in the dark. I know the game engine stupidly well, but I don't know NWN2 stupidly well.Teric neDhalir wrote:As far as getting the specific armor penalty goes a further search suggests that it's not possible - there are calls for such a function on the Bioware forums, for example. The information is plainly there in various 2da files and the item properties includes an entry called ArmorRulesInfo which displays all the relevant modifiers... I mean it must be accessible somehow because it's taken into account everytime you use a stealth skill.

- Teric neDhalir
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Well that's the problem. There doesn't seem to be a function call to return the type of armour. I've only got into this hole because the Markshire system didn't follow PnP rules for some functions. Now I know why.Zelknolf wrote: I'm not sure what the function call to acquire the type of armor is, but I can promise that if it exists, it'll return an integer, and that ingeger will match up with the line on the 2da.