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Old 03-13-2004, 02:37 PM   #1
vergannen
Elite Waterdeep Guard
 

Join Date: November 11, 2003
Location: scotland
Age: 51
Posts: 18
Hi All,

I've been working to try and get all the Phaerun's set items recently, and I can only find five of the 6 scattered around on L10 - L12 ..... any pointers to the last one would be much appreciated...

I've found the armour, bracers, cloak, amulet and rod.....

Does anyone know what, if any, the bonuses are for completing any of the sets? I've never managed to put any of them together completely...

cheers

Rory
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Old 03-13-2004, 02:46 PM   #2
TheCrimsomBlade
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Location: Winchester ,Virginia , United States
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You and me both! I still Havent found what ever the 6th one is & the race is on, or just post what it is and what happens when we find it.
I think number 6 may be an helm or Boots. I really think they may be a pair of boots.
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Old 03-14-2004, 04:57 PM   #3
roddybug
Manshoon
 

Join Date: December 2, 2003
Location: United Kingdom
Age: 56
Posts: 215
I've got two sets of armour both having delusions of Phaerun. The items are good enough on their own the set must be awesome.
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Old 03-20-2004, 03:16 AM   #4
vergannen
Elite Waterdeep Guard
 

Join Date: November 11, 2003
Location: scotland
Age: 51
Posts: 18
Hi all,

Well I found a kukri with Phaerun's name on it last night, which means that I *think* I've got all the items (I've only got one type of armour now)... Now I just need to find a character whose a spellcaster who can wear armour and wield a Kukri... so I'm guessing I'll have a new Cleric char soon.... [img]redface.gif[/img] ) then I'll let you know what it does when you put them together.......
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Old 03-20-2004, 10:58 AM   #5
Teri-sha Illistyn
Zhentarim Guard
 

Join Date: January 25, 2004
Location: San Diego
Age: 53
Posts: 345
Im working on the Theives/Rogue sets... I am wondering though why the armor is a Heavy Armor with 8 defense. My Rogue/Mage is looking at it puzzled.
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Old 03-23-2004, 01:55 PM   #6
vergannen
Elite Waterdeep Guard
 

Join Date: November 11, 2003
Location: scotland
Age: 51
Posts: 18
well i kitted up a new character with the phaeruns items..... but aside from having a cool set of items there wasn't any change for having all of them....

Ziroc, is that intentional or am I doing something wrong?

I've got armour, kukri, bracers, cloak, amulet and rod (which doesn't get equiped)...

cheers

Rory
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Old 03-23-2004, 03:12 PM   #7
Ziroc
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Location: Lakeland, Florida
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Quote:
Originally posted by vergannen:
well i kitted up a new character with the phaeruns items..... but aside from having a cool set of items there wasn't any change for having all of them....

Ziroc, is that intentional or am I doing something wrong?

I've got armour, kukri, bracers, cloak, amulet and rod (which doesn't get equiped)...

cheers

Rory
Actually, I am working on the actual last item now. It will be larger by one item now, and I will be adding new, other set items this week to EfU.

I don't think NWN Toolset allows you to give any bonus for having all of one item, atleast I don't think so--If it allowed it, I was going to do it, but as of yet, I don't think so. If someone else knows it can be done, PLEASE let me know, because I want to give major bonuses to a full set of items.

Thanks!!
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Old 03-23-2004, 03:18 PM   #8
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
For an example of a set of items giving a bonus, look to HotU chapter 2, Nasher's items.

Quote:

// *****************************
// * GLOBAL
// *****************************
// SpawnScriptDebugger();

// * When wearing Nasher's set of items, get special (Brent)
// * benefits
#include "x2_inc_itemprop"
#include "x2_inc_intweapon"

void main()
if (sItemTag == "x2_nash_boot" || sItemTag == "x2_nash_cloak" || sItemTag == "x2_nash_glove" || sItemTag == "x2_nash_ring")
{
effect eVis = EffectVisualEffect(VFX_IMP_GOOD_HELP);

// * Do I have them all on?
object oBoot = GetItemInSlot(INVENTORY_SLOT_BOOTS, oPC);
object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC);
object oGlove = GetItemInSlot(INVENTORY_SLOT_ARMS, oPC);
object oRing1 = GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oPC);
object oRing2 = GetItemInSlot(INVENTORY_SLOT_LEFTRING, oPC);

string sBoot = GetTag(oBoot);
string sCloak = GetTag(oCloak);
string sGlove = GetTag(oGlove);
string sRing1 = GetTag(oRing1);
string sRing2 = GetTag(oRing2);
if (sBoot == "x2_nash_boot" && sCloak == "x2_nash_cloak" && sGlove == "x2_nash_glove"
&& (sRing1 == "x2_nash_ring" || sRing2 == "x2_nash_ring"))
{
itemproperty itProp = ItemPropertyAbilityBonus(IP_CONST_ABILITY_DEX, 7);
IPSafeAddItemProperty(oBoot, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);

itProp = ItemPropertyACBonus(7);
IPSafeAddItemProperty(oCloak, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);

itProp = ItemPropertySkillBonus(SKILL_DISCIPLINE, 10);
IPSafeAddItemProperty(oGlove, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);


itProp = ItemPropertyAbilityBonus(IP_CONST_ABILITY_STR, 7);
if (sRing1 == "x2_nash_ring")
{
IPSafeAddItemProperty(oRing1, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);
}
else
{
IPSafeAddItemProperty(oRing2, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);
}

ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
}

}
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Old 03-23-2004, 04:34 PM   #9
Ziroc
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Awesome! So it can!! But I need some help adding it. Where do I add this script? In the Modules actual script area or what? Please give me detailed info on how and where to add this, as I want to do it asap! [img]smile.gif[/img] It is exactly what I wanted! THANK YOU man!! woohoo!!
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Old 03-23-2004, 05:29 PM   #10
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
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I haven't looked at it in detail myself, but appearantly you need three scripts. These are the x2_onequip, x2_onunequip and x2_inc_itemprop scripts.
The former goes into the module's OnPlayerEquipItem slot. What it does is check whether or not the set is complete when a new set item is equipped. If not, nothing happens. If it is, then with a series of commands from the included x2_inc_itemprop file, the values of bonusses are increased. The new values overwrite the old ones.
The second goes into the module's OnPlayerUnequipItem slot and removes the set's effects whenever a set item is unequipped. It does that by overwriting the high values with the original lower ones.
The latter is an included script, it holds a number of new commands which you can play around with.

For example, for a 3-item set with one helmet (normal: +2 INT in addition to other possible bonusses; set: +8 INT in addition to those bonusses), one ring (+2 -> +5) and a magic wand (cast Light 1 use/day -> cast Find Traps spell once/day), the scripts would look something like:

OnEquip
Quote:
#include "x2_inc_itemprop"

void main()
if (sItemTag == "x2_set1_helm" || sItemTag == "x2_set1_ring")
{

object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC);
object oRing1 = GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oPC);
object oRing2 = GetItemInSlot(INVENTORY_SLOT_LEFTRING, oPC);
object oWand = GetItemPossessedBy(oPC,"set1wand");

string sHelm = GetTag(oHelm);
string sRing1 = GetTag(oRing1);
string sRing2 = GetTag(oRing2);
if (sBoot == "x2_set1_helm" && oWand != OBJECT_INVALID && (sRing1 == "x2_set1_ring" || sRing2 == "x2_set1_ring"))
{

itemproperty itProp = ItemPropertyAbilityBonus(IP_CONST_ABILITY_INT, 8);
IPSafeAddItemProperty(oHelm, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);

itProp = ItemPropertyCastSpell(IP_CONST_CASTSPELL_FIND_TRAP S_3, IP_CONST_CASTSPELL_NUMUSES_1_USE_PER_DAY);
IPSafeAddItemProperty(oWand, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);

itProp = ItemPropertyACBonus(5);
if (sRing1 == "x2_set1_ring")
{
IPSafeAddItemProperty(oRing1, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);
}
else
{
IPSafeAddItemProperty(oRing2, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);
}
}
(note by the way how the spell on the wand would be reusable by unequipping the set and putting it back together)

OnUnequip
Quote:
#include "x2_inc_itemprop"
void main()
{
object oItem = GetPCItemLastUnequipped();
object oPC = GetPCItemLastUnequippedBy();
string sItemTag = GetTag(oItem);

if (sItemTag == "x2_set1_helm" || sItemTag == "x2_set1_ring")
{
object oHelm = GetItemPossessedBy(oPC, "x2_set1_helm");
object oRing = GetItemPossessedBy(oPC, "x2_nash_ring");
object oWand = GetItemPossessedBy(oPC,"set1wand");
//In this case the wand nees a special approach, se below.

string sHelm = GetTag(oHelm);
string sRing = GetTag(oRing);

itemproperty itProp = ItemPropertyAbilityBonus(IP_CONST_ABILITY_INT, 4);
if (GetIsObjectValid(oHelm))
IPSafeAddItemProperty(oHelm, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);

itProp = ItemPropertyACBonus(2);
if (GetIsObjectValid(oRing))
IPSafeAddItemProperty(oRing, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);

itProp = ItemPropertyCastSpell(IP_CONST_CASTSPELL_LIGHT_1, IP_CONST_CASTSPELL_NUMUSES_1_USE_PER_DAY);

if (GetIsObjectValid(oWand))
IPSafeAddItemProperty(oWand, itProp , 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING);

}
Item properties
This is a basic standard script which needs no modification

More about the wand
There'll be a need for a check in the OnItemAquired and OnItemUnaquired fields as well, otherwise sets can't be completed by grabbing the last item if this is the wand (it won't work until you reequip a set item), or wands can be dropped without the set being lost respectively.
X uses per day may let people exploit the set by regular reequipping of an item, limited charges will lead to a vital part of the set being destroyed.
You'll need a check there too to make sure the properties are lost straight away.

What that comes down to is that you're better off keeping set items to things you can equip. Much less of a hassle.


The original scripts also had an effect added, for best effect take a look at those (x2_onequip, x2_onunequip and x2_inc_itemprop).
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