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Old 04-08-2003, 05:15 PM   #31
Annatar
Mephistopheles
 

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Location: Holland
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Quote:
Originally posted by Vedran:
Ann, I would do it, but I don't have too much experience and knowledge with IEEP, either. I don't know how to make some effects:

- gain one extra attack per round (never tried that, but heard it is tricky)
- Heal twice a day. (caster only, can this be done?) (Perhaps, we could copy the effect from Illmater's Amulet [img]graemlins/hehe.gif[/img] )
- 12 or higher Reputation
- level 13 (for these two, some kind of script should be made; and I don't know how to join a script to an item)
Kensais (Single - Dual Classed) (it's possible to make it usable by Kensais and dualed/multiclassed fighters; I don't know how to make it unusable for dualed berserkers and Wizard Slayers; a script is only solution here)
I'll work done the list:

- gain one extra attack per round (never tried that, but heard it is tricky)

I used the ''Attacks per 2 round bonus'' option,
stat modif: 1
modif type: 0
Though this has effect that I get 2 attacks, not 1.

- Heal twice a day. (caster only, can this be done?) (Perhaps, we could copy the effect from Illmater's Amulet [img]graemlins/hehe.gif[/img] )

I used a extension header, copied the files of the Illmater Amulet, set it to twice a day, Target type ''0'' ''self'', it worked.. it casts on itself and is usable twice a day.

- level 13 (for these two, some kind of script should be made; and I don't know how to join a script to an item)
Kensais (Single - Dual Classed) (it's possible to make it usable by Kensais and dualed/multiclassed fighters; I don't know how to make it unusable for dualed berserkers and Wizard Slayers; a script is only solution here)


Level can be set with ''Item Atrributes'' and setting level to ''Minimum Requirements'' level ''13''.

''Usability'' turning of every class/kit except for these:
- Fighter
- Fighter/Mage
- Kensai
- Mage (all)

The following can use it:
- Single classed Kensai level 13 or above
- Kensai/Mage 13/14

Working parts of the blade:

- extra attack (actually 2 attacks, rather disappointing (adds 2 to total of attacks, 4 + 2 = 6)
- Heal twice a day (wielder only)
- Level 13 Kensai, Kensai/Mage only tested, worked.
- -2 con, -1 dex

-----------------------------

Though I stumble on other parts I have difficulties with, like

- Immunity to Fear
- Aid (while equipped)
- Non-removable
- Set Slashing immunity to 50%

Help would be welcome... I have the sword hellish blue... purple was rather ugly IMO (though without the glowing effect.. but a nice mixed color of blue white light blue ect.)

Let me now Vedran
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Old 04-08-2003, 05:39 PM   #32
Vedran
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I used the ''Attacks per 2 round bonus'' option,
stat modif: 1
modif type: 0
Though this has effect that I get 2 attacks, not 1.

Does it work? I believe it should.

I used a extension header, copied the files of the Illmater Amulet, set it to twice a day, Target type ''0'' ''self'', it worked.. it casts on itself and is usable twice a day.
Cool.

Level can be set with ''Item Atrributes'' and setting level to ''Minimum Requirements'' level ''13''.
Of course... Ahhh, it is 11:30 here, tho, and it takes its toll.

''Usability'' turning of every class/kit except for these:
- Fighter
- Fighter/Mage
- Kensai
- Mage (all)

The following can use it:
- Single classed Kensai level 13 or above
- Kensai/Mage 13/14

I don't see a point in enabling Fighter if you disable other kits. And why would you enable mages to wield it?
I'd take only Kensai and Fighter/(Cleric,Mage,Thief) and Kensai. I think that it doesn't differ Fighter/Mage of Kensai/Mage or Berserker/Mage, which would bring unwanted repercussions.

- Immunity to Fear "Protection from Opcode" (Horror) or "Remove Fear"
- Aid (while equipped) "Aid"
- Non-removable Attributes->Removable (uncheck) - test this at the end because it is hard to check it if you cannot move it
- Set Slashing immunity to 50% "Reduced Damage from Crushing Modifier"

Let me now Vedran I translate this as "Leave me alone, Vedran!" [img]graemlins/question4.gif[/img]
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Old 04-08-2003, 06:02 PM   #33
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I'm going to sleep soon, so I'll make it a quick last post.

Does it work? I believe it should.

It works but my attacks go from 4 to 6 (adding 2 attacks, not 1)

Of course... Ahhh, it is 11:30 here, tho, and it takes its toll.
Red bull [img]graemlins/hehe.gif[/img]

I don't see a point in enabling Fighter if you disable other kits. And why would you enable mages to wield it?
I'd take only Kensai and Fighter/(Cleric,Mage,Thief) and Kensai. I think that it doesn't differ Fighter/Mage of Kensai/Mage or Berserker/Mage, which would bring unwanted repercussions.


You where right, I thougth that I needed to count those in due to the ''fighter/mage'' class. I tested it and it worked with a solo kensai (13) and a kensai/mage (13/31)

- Non-removable Attributes->Removable (uncheck) - test this at the end because it is hard to check it if you cannot move it

Can't find it.

- Set Slashing immunity to 50% "Reduced Damage from Crushing Modifier"

Slashing Modifier...

Thats it for me, we will continue tomorrow..

Thanks for the help sofar [img]smile.gif[/img]
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Old 04-08-2003, 09:36 PM   #34
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A couple of things about making any item Non-Removable:

- You can never use any other weapon in that hand. Sure, you can put "charge" weapons, such as Daystar and Ilbratha, in your other Quick Weapon slots, or you could just stick the thing in your offhand, but good luck using any throwing weapons.
- Once Cromwell forges the item for you and puts it in your Backpack, have a good time actually putting the sword in your hand. (Although this can be done, it'll just be really tricky.)

Notice that the only Non-Removable items in the game (well, the only ones ever seen by the player, anyway), Edwin's Amulet and Nalia's Ring, avoid both of these problems. Having the sword be Cursed instead of Non-removable would be more user-friendly.
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Old 04-09-2003, 05:57 AM   #35
Vedran
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- Non-removable Attributes->Removable (uncheck) - test this at the end because it is hard to check it if you cannot move it
should be
How to make an item non-removable:
Attributes->Removable (uncheck)
Sorry.

- You can never use any other weapon in that hand. Sure, you can put "charge" weapons, such as Daystar and Ilbratha, in your other Quick Weapon slots, or you could just stick the thing in your offhand, but good luck using any throwing weapons.
That's the point. It changes the tactic and inventory management to a different level. And, if I recall correctly from Butterfingers' post, Kensais would not use any other weapon except the ancestral one anyway.

- Once Cromwell forges the item for you and puts it in your Backpack, have a good time actually putting the sword in your hand. (Although this can be done, it'll just be really tricky.)
Cromwell? Has Ann said that? I haven't seen it. And it doesn't fit the story anyway, in my opinion.
This implicates dialog and script alteration.

Notice that the only Non-Removable items in the game (well, the only ones ever seen by the player, anyway), Edwin's Amulet and Nalia's Ring, avoid both of these problems.
Oh, there are more, if only Boo and the key in Chateau Irenicus.
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Old 04-09-2003, 07:39 AM   #36
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Another list to work on [img]graemlins/hehe.gif[/img]

Orginally posted by Six/Vedran.

Quote:
- Non-removable Attributes->Removable (uncheck) - test this at the end because it is hard to check it if you cannot move it
should be
How to make an item non-removable:
Attributes->Removable (uncheck)
Sorry.

It isn't there in Attributes, I got several ''?'' marks (about 15 of them)

Quote:
- You can never use any other weapon in that hand. Sure, you can put "charge" weapons, such as Daystar and Ilbratha, in your other Quick Weapon slots, or you could just stick the thing in your offhand, but good luck using any throwing weapons.
That's the point. It changes the tactic and inventory management to a different level. And, if I recall correctly from Butterfingers' post, Kensais would not use any other weapon except the ancestral one anyway.

I still like the idea that it can only be removed when death occurs (something I saw in the Forgotten Wars Item Pack), A kensai must die before the sword can be taken from him, he would rather give his life before he gives up his blade.
But does this mean I can't dual wield while Sortaghion is equipped in the Quick Item Weapon Slot?

Quote:
- Once Cromwell forges the item for you and puts it in your Backpack, have a good time actually putting the sword in your hand. (Although this can be done, it'll just be really tricky.)
Cromwell? Has Ann said that? I haven't seen it. And it doesn't fit the story anyway, in my opinion.
This implicates dialog and script alteration.

I don't have any intention to let Cromwell forge it for me, its an exsisting blade (no forging is needed).
Though I do need a decision of how to put the blade in the game (loot in a container can probably be done with the use of Infinity Explorer (can it?)), because simply giving the blade with the use of CLUA or SK isn't a challenge.. It should be an hassle to get this blade in your possesion IMO.
Scripting is needed then (an other thing I don't now how to do )

Quote:
Notice that the only Non-Removable items in the game (well, the only ones ever seen by the player, anyway), Edwin's Amulet and Nalia's Ring, avoid both of these problems.
Oh, there are more, if only Boo and the key in Chateau Irenicus.

Imoens belt in Chateau Irenicus

[add] Familiars [img]smile.gif[/img]


[ 04-09-2003, 09:39 AM: Message edited by: Annatar ]
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Old 04-09-2003, 12:40 PM   #37
Vedran
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I'm not going to go through all the torment with UBB.

It isn't there in Attributes, I got several ''?'' marks (about 15 of them)
That's weird. What version of the program do you have?

But does this mean I can't dual wield while Sortaghion is equipped in the Quick Item Weapon Slot?
No, it doesn't (unless it is two-handed). You can equip anything in other slots, but you can't remove the sword from your active weapon.

I don't have any intention to let Cromwell forge it for me, its an exsisting blade (no forging is needed).
Though I do need a decision of how to put the blade in the game (loot in a container can probably be done with the use of Infinity Explorer (can it?)), because simply giving the blade with the use of CLUA or SK isn't a challenge.. It should be an hassle to get this blade in your possesion IMO.
Scripting is needed then (an other thing I don't now how to do )

Infinity Explorer cannot alter the game in any way.
I could make a script, but Alson is perhaps better suited for that.
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Old 04-09-2003, 12:55 PM   #38
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Mephistopheles
 

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Quote:
That's weird. What version of the program do you have?

Infinity Engine Editor Pro Version 1.0.9 Build 40, it gave me an error when I first started it (that it wasn't compatible with something [img]graemlins/1ponder.gif[/img] )
I could try to re-install it and see if those other ''Attributes'' work.

Quote:
No, it doesn't (unless it is two-handed). You can equip anything in other slots, but you can't remove the sword from your active weapon.

Okay great, but don't you think Cursed is enough? Because if its not removable, how can you put it in your Quick Weapon Slot?

Quote:
Infinity Explorer cannot alter the game in any way.
I could make a script, but Alson is perhaps better suited for that.

Okay, thus this needs scripting? How does one create a script of this kind (tutorials, anywhere?).
If we aren't able to create such a script; then we could ask Alson, though he's planning a 8 day hiking trip (saw that somewhere along IW), or maybe the Forgotten Wars forums/TeamBG.
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Old 04-09-2003, 02:49 PM   #39
Vedran
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Same version, different errors .

First: Where and how would you obtain such a blade?
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Old 04-09-2003, 03:14 PM   #40
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A hard and nerve racking place... Mind Flayer Lair in the Underdark [img]graemlins/hehe.gif[/img] ?

For them to study the behaviour of the souls within the blade, to see what makes the spirits within tick?

- Other place could be euhm.... loot what Kangaxx drops...
- Twisted Rune
- Guarded Compound (2 monster katanas in one place... hmmm [img]graemlins/1ponder.gif[/img] )
- or somewhere trivial... where you don't expect it (I have no clue)

Do you have any ideas? I just pointed out all the hard spots in BG II.

It should be available after the Underdark, otherwise it would un-balance the game


[ 04-09-2003, 03:15 PM: Message edited by: Annatar ]
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