
Questions about making items
#1
Posted 22 December 2008 - 06:51 AM
1) How do I make an item only usable by sorcerers? I've gotten it down to generalist mages and sorcerers, but I don't see how to make it usable by only sorcerers (it's probably very obvious but I just don't see it)?
2) How do I make an item double the number of 5th level spells the user may cast? The closest I can find is Opcode #42 which will double the number of spells for 5th through 1st level.
3) How do I (for a sword) make each hit of a natural 20 drain one level from the target and transfer the hitpoints lost from this attack it to the wielder which will not heal beyond the wielder's maximum?
TIA,
Sam.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
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___________Old pen and paper modules of the 70s and 80s.___________
#2
Posted 22 December 2008 - 08:41 AM
Also, it's possible to apply 180th onto a mage (kit's 2da seems to be the best way to do so) so he won't able to wear the item.
3) Not possible, I believe. Setting the probability to 5% may simulate it well enough though.
Retired from modding.
#3
Posted 23 December 2008 - 06:50 PM
Thanks GeN1e!! I'll try these and see where they get me. Anyone have any ideas about #2?1) Strangely enough, I can't find the sorc usability flag either. You can make an item to apply it's bonus to sorc only via 177th opcode.
Also, it's possible to apply 180th onto a mage (kit's 2da seems to be the best way to do so) so he won't able to wear the item.
3) Not possible, I believe. Setting the probability to 5% may simulate it well enough though.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#4
Posted 24 December 2008 - 06:57 PM
Rrrr... um... I played around with it for a couple of hours but couldn't quite get either of them to work right. For #3, how do I set the level drain and the hit point gain to happen on the SAME roll and not have an independent 5% chance of happening? And for #1, I don't understand how to set it up with either opcode to work properly. Would you mind being a little more specific?1) Strangely enough, I can't find the sorc usability flag either. You can make an item to apply it's bonus to sorc only via 177th opcode.
Also, it's possible to apply 180th onto a mage (kit's 2da seems to be the best way to do so) so he won't able to wear the item.
3) Not possible, I believe. Setting the probability to 5% may simulate it well enough though.
Thanks!
Sam.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#5
Posted 25 December 2008 - 05:11 AM
IIRC you need to set the same probability values for both effects (like 53%-58% for both), as the game first rolls 1d100 then looks which effects are allowed.how do I set the level drain and the hit point gain to happen on the SAME roll and not have an independent 5% chance of happening?
177 - it uses an external eff onto a target specified within properties.And for #1, I don't understand how to set it up with either opcode to work properly. Would you mind being a little more specific?
180 - the idea is to use ApplySpellRES("magenerf",Myself) or similar on every mage creature that's able to join the party. Where the magenerf.spl would contain within it 180th opcode with the resource matching the item's name. You need to find a way to apply the thing to every joinable NPC (it's unnecessary to pick specifically generalist mage kit, 177th opcode can do it for you). Doing so via baldur.bcs script may be a little messy. Problem is, clabmaxx.2da tables seem to be not present either.
However, I believe CA is a total conversion, right? Then there's no need to worry about compatibility, all you'd have to do is patch exisitng mage NPCs (if ther're any) and to add a block into, say, starting area's script, which would "Apply..." onto newly created protagonist mage.
Edited by GeN1e, 25 December 2008 - 05:17 AM.
Retired from modding.
#6
Posted 25 December 2008 - 06:37 AM
Why not use custom effect(spell) that is applied 5% of times, and make the spell have both effects?IIRC you need to set the same probability values for both effects (like 53%-58% for both), as the game first rolls 1d100 then looks which effects are allowed.how do I set the level drain and the hit point gain to happen on the SAME roll and not have an independent 5% chance of happening?
Deactivated account. The user today is known as The Imp.
#7
Posted 25 December 2008 - 09:24 AM
Retired from modding.