I have my 3.0 player handbook (hard copy). I couldn't find any mention of starting equipment in online SRD.
fpr paladin, scale srmor, large wooden shield, longsword, shortbow. Plus other roleplaying equipement like backpack, bedrolls... In big picture, a heavy armor worrior type gets a scale armor, a light armor worrior gets a sturded armor. (only rogue starts with a leather armor)
are you planning on having the game tell wether or not a peticular fighter is considered light or heavy when purchasing distributing starting EQ? If not I would suggest the scale armor for all fighters, it's got a +4 max dexterity bonus, and the highest dext. any character can have is +5, and that's only elves. Either way, they will have a max AC of 8 (witholding shields etc): scale (4AC + 4dex) or Sudded Leather (3AC + 5dex). But by making the scale default then you don't neglect fighters with low dexterity. .... just something to think about
are you planning on having the game tell wether or not a peticular fighter is considered light or heavy when purchasing distributing starting EQ? If not I would suggest the scale armor for all fighters, it's got a +4 max dexterity bonus, and the highest dext. any character can have is +5, and that's only elves. Either way, they will have a max AC of 8 (witholding shields etc): scale (4AC + 4dex) or Sudded Leather (3AC + 5dex). But by making the scale default then you don't neglect fighters with low dexterity. .... just something to think about
Here my reworked start_equipment.mes files content... Just backup your mes file before replacing lines by the following text. // This file defines starting equipment for each class. Each line is a list // of items specified by their prototype number // Medium size races // barbarian {0}{4201 4060 4064 5004 6011 6056 4013} // bard {1}{4036 4096 6011 5005 6012 6056 6238 12564} // cleric {2}{4068 4096 5005 6013 6011 6012 6070 6047} // druid {3}{4045 4074 4115 5007 6216 6217 6070} // fighter {4}{4036 4062 4201 5004 6047 6010 6011 6012 6070} // monk {5}{6205 6202 4110 4115 5007} // paladin {6}{4030 4040 4201 5004 6047 6012 6011 6035 6070 6124} // ranger {7}{4036 4049 4087 5004 6056 6012 6011 6269} // rogue {8}{4009 4060 4201 5004 6042 6045 6046 6233 12012} // sorceror {9}{4116 4096 5005 6213 6045 6046 6124} // wizard {10}{4110 4096 5005 6081 6143 6038 6011} // tutorial {11}{6047 6032 6011 6012 4018 4021 4023 4030 4032 4033} // Small size races (halflings and gnomes) // barbarian {100}{4201 4060 4062 5004 6011 6056} // bard {101}{4049 4096 6011 5005 6012 6056 6238 12564} // cleric {102}{4071 6013 6011 6012 6070 6047} // druid {103}{4116 4074 4115 5007 6216 6217 6070} // fighter {104}{4049 4067 4201 5004 6047 6010 6011 6012 6070} // monk {105}{6205 6202 4074 4115 5007} // paladin {106}{4049 4201 5004 6047 6012 6011 6035 6070} // ranger {107}{4049 4060 4201 5004 6056 6012 6011 6269} // rogue {108}{4049 4060 4096 5005 6042 6045 6046 6233 12012} // sorceror {109}{4070 4096 5005 6213 6045 6046 6124} // wizard {110}{4074 4096 5005 6081 6143 6038 6011} //end of the mes file I tried my best to follow to the manual to the letter, but, I encountered several problems and I had to alter some of them : 1) The manual definitely hints that Fighters and Barbarians start with weapons they are familiar with (weapon focus feat). I know sometimes some fighters and barbarians start without any weapon focus, so I gave greataxe for barbarians and longsword and battleaxe for fighters as default melee weapon. (smaller races gets smaller version of them) 2) Reading the maual suggests that clerics start with their patron deity's favorite weapon (no matter what) This would need some python scripting. You know that when your PC has a weapon focus feat, that weapon is added to his inventory when the game starts, I believe the same can be done regarding a cleric's deity's weapon... For the moment, a cleric starts with a heavymace or a lightmace. 3) No sickle in the game, so a small druid starts with a shortspear. 4) I gave a Fantasy sword (a fancy looking sword) to my paladin cuz it looks cute.
Sorry for having sounded confusing. By heavy I meant fighters, paladin, cleric. By light I meant rangers, barbarians, bards.
yep that is how i done it is used my editor to alter those fields and put it in my installer and uploade a few minutes ago. half_share_money_only is now the default install with custom install you can choose not to install it (see dload thread for link) Glad to see someone likes my editor
nevermind, i simply opened it in notepad der...doink! I'll try and keep my useless N3wBiE questions to a minimum... promise.
I think there are some simple item price and weight changes we can easily fix for particular bugged items. For example, the Dagger of Venom which previously caused crashes when used, is only valued at 2gp (just checked post patch). The dagger now functions well as a +1 weapon with the chance to poison an opponent. It seems to require reactivation after each use but can be used more than once per day. Activation of the dagger requires standard action points. Poison in the game has a DC of 13. No crashes whatsoever. Quoting 3.5e SRD: >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Dagger of Venom: This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes. Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Value of the this item should be 2(dagger) + 300(masterwork) + 2000(+1) + 6000(venom) = 8302 Since the dagger now functions well, it seems reasonable to use the 3.5e SRD price and change: Col52 (price) for {4112}{Dagger of venom} from 200 to 830200. Would appreciate it if someone could compile a list of changes and merge it with the latest patches.
3 wishs for the next co8 patch release This game have a serious problem with rules....... i can equip any item like a greatsword and a full plate mail for my wizard without the proficient with heavy armors, it says you dont have the proficient to use that item blah blah, right click with mouse and voila! its very annoying when i craft any kind of armour with spell resistance 13, but it works like a spell resistance 0... pointless. Why an amulet of wisdom and a headband of intellect do not increase spell slots (Another pointless item to craft) i have this 3 wishs at the moment, tks for doing great mods!
In addition to changing the price for the Dagger of Venom, below is a short list of item anomalies which I have found: {4109}{Mace +1} Has no magic label, otherwise has correct price and +1 enhancement Correction: add OIF_IS_MAGICAL to Col50 {4193}{Morning Star} Is labelled as an ordinary weapon yet has price of a +1 weapon and +1 enhancement Correction: add OIF_IS_MAGICAL to Col50 need to add +1 also to description {4184}{Masterwork Spear} Weight incorrectly coded as 3. Shortspears weigh 3lb. Spears weigh 6lb Correction: change Col51 from 3 to 6 {4121}{Spear +1} Weight incorrectly coded as 3. Shortspears weigh 3lb. Spears weigh 6lb Correction: change Col51 from 3 to 6 {4047}{Scimitar +1} Price incorrectly coded as 1500. Otherwise has proper magic label and +1 enhancement Correction: change Col52 from 1500 to 231500 {4098}{Battleaxe +1} Price incorrectly coded as 1000. Otherwise has proper magic label and +1 enhancement Correction: change Col52 from 1000 to 231000 {4129}{Wonnilon's Dagger} Price incorrectly coded as 200. Otherwise is a +2 Dagger with proper magic label and enhancement Correction: change Col52 from 200 to 830200 Great Cleaver is underpriced as well but the price and correction is open for debate. There are probably other weapon/armor inconsistencies as well but a thorough search is needed to find them.