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Items that increase ability scores


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#1 Wisp

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Posted 12 May 2010 - 03:31 PM

Aurora adds a few items (agpotn03 and agpotn04, from what I've seen) that can permanently increase ability scores. However, it uses timing mode 9 for this and the effect is stored on the cre, and thus the increased ability score shows up red on the character record. If you use timing mode 1 instead, the effect will increase the ability score in the file header and will not show up as red on the character record. Cf. the Manuals in BG1.

#2 berelinde

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Posted 12 May 2010 - 03:44 PM

Yes, but if you use timing mode 1 instead, applying CTRL-R to the character will remove the bonus. Not sure, but it's also possible that raising the charcter after death through legitimate means might remove the bonus, too.

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#3 Miloch

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Posted 12 May 2010 - 06:07 PM

If I could have the effects both persist after death/restoration and not appear in red, I would, but I don't know if there's a way to do that. (Then again, anyone who's lucky enough to acquire one of those items and get a good effect from it probably wants to use it on their PC, so persisting after death at least isn't really relevant...)

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#4 -wut-

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Posted 12 May 2010 - 11:11 PM

Timing mode 1 effects applied to (most) stats in a .cre header do not attach any effect; there's nothing for ctrl+r to remove, so it doesn't remove anything.

"If you cheat, this mod might not work correctly," is kind of a given, yes?

#5 vilkacis

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Posted 13 May 2010 - 03:24 AM

anyone who's lucky enough to acquire one of those items and get a good effect from it probably wants to use it on their PC, so persisting after death at least isn't really relevant

It probably depends on the stat and the character. I happily hogged all the INT/WIS tomes in BG1 when I had a cleric/mage protagonist, but just as happily tossed the STR tome to Minsc, who actually had use for it.

But I don't know what these items actually do, so that may be irrelevant. <_<

#6 Miloch

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Posted 15 May 2010 - 03:54 PM

Timing mode 1 effects applied to (most) stats in a .cre header do not attach any effect; there's nothing for ctrl+r to remove, so it doesn't remove anything.

So... timing mode 1="permanent after death without red text" or something? What are "most" stats - would it include adding stuff like infravision?

But I don't know what these items actually do, so that may be irrelevant.

Not really too different, but rather than doing one fixed thing, they do random things, some good, some bad. In the case of agpotn06 (a scary item which Wisp didn't even mention :ph34r:), some 40 or 50 random effects, which is why I don't want to just change things willy-nilly without testing, and also makes it hard to test things due to the random factor.

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#7 Wisp

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Posted 16 May 2010 - 12:19 AM

So... timing mode 1="permanent after death without red text" or something?

In the case if ability scores it effectively is, yes. It is how e.g. the BG1 manuals work, and I think we can all agree those bonuses are permanent is every sense.

I think "most stats" refer to the other stuff contained in the cre header. Things like AC, HP, saves and some resistances (apparently not plain magic resistance). If you modify these with timing mode 1 no effects are attached, but the value in the header is modified directly.

#8 Miloch

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Posted 16 May 2010 - 12:34 AM

Ok, I'll look into changing for the next release.

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