Conversation
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I have improved Remarkable Athlete to use real strength modifier. I have also added Long Jump, which is enabled after moving 3m:
However, I haven't updated my PR because it changes many things. I'm using a new passive to count movement, it is applied to every classes using CF. The new passive to track movement inside a turn is also used by my druid shapes. |
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I'm split regarding the separation between AI and Player jump. Whilst unfair to have the AI not follow the player rules, it wouldn't be the first time my mod does it (see bonus action spells). Also, the AI won't be able to properly use the full jump. With that being said, I think this particular change is benefitial to have it here. The change to You can add the passives and common actions to the PR and I'll make the necessary changes to have it working on RAW using SE |
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I have been thinking about this, as well as testing.
Long jump is based on a movement tracking which is enabled either by a passive (added for all level 1 classes), either a status (used by wildshapes that need it). Now, we could eventually add a 3m movement cost to AI jump. But if they jump and move, it will unfair. This change is more to stop any jump abuse that players do. It was already hard with previous change which basically halve jumping distance. But now, it is also halved if didn't move 3m. Suddenly, fly will become more interesting. |
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You could give all characters a passive that gives them the boost Something like... Could even just have Edit: In retrospect, though, I'm not sure when |
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I think your idea is nice but wouldn't work. On top of that, if we want to add this multiplier to all AI, we have to add it to very low entries like |
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I mean... you just figure out the order of operations and account for it. If additive bonuses are added first, you half them. If they're added after, then they're wrong anyway because they're improving a normal jump by the same amount they're improving a long jump. Also, we don't edit character entries to add passives to everyone. We use SE. And, as I suggested at the bottom, it could be done by modifying a status applied by the passive that RAW is already giving every character. This is a non-issue. |
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Yes, it could work, it needs some testing. But why spending so much time at this point ? My solution is already working fine. |
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There's no disabling or enabling of any spells involved. That's the point. Everyone just uses the same normal jump and gets the advantage of full long jump distance if they've moved the requisite distance first. This just allows the AI to also benefit. Either way, though, it occurs to me that the counter should probably reset when you attack or cast since you'd lose your momentum. |
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I will give it a try with a new game, Laezel is a perfect fit for these tests, I need to test Psionic Jump and make sure multipliers are correctly applied. I have thought about reset when not using jump but I can't see any easy way to do it. You can do several things instead of jumping: help someone, use an item, attack (many potential skills here), or cast (same boat). |
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I think the way to do it would be to put remove events/conditions on the |
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I have tested and multipliers are handled nicely, I was able to reach 15m with Psionic and movement (obviously, I couldn't jump 15m because 3m to move, so it's 6 or 12 with dash. I am using |
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I was saying add some remove conditions to Unfortunately, the spell flags for |
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When you put So in your case, it doesn't work very well. I have updated with this: Both status need to be removed if you do anything but moving. Even Dash will remove them, so you need to dash first. This is a small drawback but everything else seems good. |
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Yeah, the point of the condition was to make it so casting a spell that you can cast while moving doesn't reset them since |
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arnaud ended up putting a check for the dash spell category in the remove conditions for |
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You are right, it needs to go when not in combat. When I'll resume bg3 modding, I'll do it 🙂 |
Beside Jump action, there are:
Champion level 7 passive: distance increased by a number of feet equal to your Strength modifier. 5 feet at 20str = 1.5m
It can be improved by using real strength modifier, especially for dexterity champion.
Athlete feat: you can jump after moving 5 feet instead of 10. Currently, it improves jumping distance by 1.5 meters.
Not the best implementation, but considering it increases jump distance by 1.5 when RAW do not. It is already something.
Barbarian Tiger Totem, jump increased by 3m instead of 4.5 (which was in fact a 50% multiplier instead of flat distance bonus)
All distances are now quite low, but since base Jump Distance is lower, it is still a nice improvement.