I've seen that modifying items is pretty easy: in few minutes I was able to make Excalibur almost like a real holy avenger, even if there are some features that I can't develop, like that,if the PC/NPC is not a paladin, the sword is just a common +2; the dispell magic effect and Spell Resistance equal to the paladin level; the cold iron material and stuff. I've seen that there is "silver" option, but I wonder if it could be possible to add some other material, because no one else is listed as game variable. The point is that I can just remix what I find in the game but I have no idea about what the programmers added to the game rules and haven't had the time to develop into the game. To avoid to make the same work twice, it would be nice to post all the changes that the others are already making and then adding all those changes to a single proto tab, based on the last game version. For example, I created some non magical masterkork comp and short bows with different strenghts bonuses, according to the prices posted in the manual handbook and I'm planning to check monsters damage reductions and to fix them but I don't mind to make somebody else's work. So, discuss about this all together in this new post. Looking to the Dungeon Master guide, I've seen that there are several caster level 7 wonderous items that may be crafted without unbalancing the game. I would like to add them, but I would like to see Allyx's work first. It is a pity that I don't see any track of hidden feats and double weapons, like gyrspyke.
Descritpion file I'm uncertian about wich file effectively contains item descriptions. Following the tutorial, it should be the description.mes file, but there is a warning advice that tells me to look for another one. So, to the ones that already modded items, what's the right one? More, I dont' understand how I can add new lines to the description.mes file and to the protos.tab. What if I want to create a completely new item?
There is a long description mes but it only has descriptions that people have added. I use my protos editer to see what an item has (by looking at what it has you can get a "description"), and use that to make my new/modified items*. to add new descriptions to the just open in notepad or wordpad and type in the appropriate place some thing like {4236}{Magic Rapier}, thats an example from my mes file. to create a new item its best to give it a new number because otherwise you'll change every one of those items in the game, so how i made my magic rapier i found the masterwork rapier in my protos (using the protos editer found here) copyed the row, gave it a new unused number, gave it the improvements that i wanted for it and then saved my protos. then to use said item use code: import utilities utilities.create_item_in_inventory(####, game.party[x]) Where #### is the number of the item from protos.tab for the item you want, and x is the party number of the character you want to have it. (remember party numbers start at 0) if you know there is just one or very few of this item in the game just modify the item, eg if you want scather to be a long sword or something like that *I almost always make new not modify but whatever suits you best
to the veterans, is it possible to... I wonder if it is possible to: - add acid damage to weapons - give to equipment gear some permanent effect like - and I'm not telling that I'll do it - a permanent circle of fire or haste - create gear that garants bonus feat to the owner - create anathema weapons, the ones that are specifically designed against some kind of creatures. what are the scripts to add the following abilities to weapons and armors, if they effectively exist in the game: note that I'm translating from my DM italian manual, so names may be a bit different even if the meaning is the same. shields and armors arrows deflection fortification, light, medium, strong invulnerability silent moves; improved; superior shadow, " " magic Resistance wild (for armors) Ghost touch Weapons Spell storing keen anathema (as asked above) defending undead distruption injurying (target looses constitution points) greater cleave returning (for throwing weapons) ghost touch vorpal Thanks
Hm..... I'm not sure: with broken do you mean outpowered or just hard to code? If the 2nd, I agree with you. If the 1st, it is all related to party level. There are armors of speed and weapons of speed and they are EXPENSIVE. Think instead to items that may offer permanent effects of first level spells, like a ring of protection from evil. It would be nice, but not overpowered. About acid damage, it has been "developed" in other official manuals and - whander what? - it works like the other elements. It would be nice to make something like that, to give a meaning to the troll leader's belt. What kind of spell except melf's acid arrow and acid splash would otherwise to acid damage to a troll? Anyway,... if somebody of you knows how to code the abilities listed above, please post it here, for further use. Matt
moved to modding forum with the name: ToEE: help to code some item's abilities in the protos file, please?
Weapons of speed grant you one additional attack when you make a full attack but do not otherwise function as haste. Armor of speed works like boots of speed in that it only hastes you for a certain number of rounds per day. There is no item in 3.5 that grants a permanent haste effect. (In the old 3.0 Defenders of the Faith book there was an armor enhancement that did that, but it was grossly over-powered and was replaced in 3.5 with the boots of speed-like effect.)
yes, but in some way, if I want to make a weapon of speed, I have to give it orthe cast spell ability or the permanent effect and then to add some malus to rebalance it. But anyway, I have the manual myself, and unfortunately your very knowlegable answer doesn't answer me to understand if it is possible or not to add premament spells as weapon effects.
Comment my new additions, Magic Scarab, Unicorn & Gnome Ring So, guys, here is something that I fixed untill now and that I think you may enjoy, but please give me your feedback: I fixed Galeb Dhur. I brought them back toD&D 3.5 rules but I increased them to be at the limit of medium size, next to big, so that they are still powerful and with an appropriate challenge rating. More, - Javelin of Lightning now is an appropriate +1 weapon, since a weapon can't have magic effects if it is not magic by itself. - Excalibur is now a real Holy Avenger but the protos.editor won't save the right Holy Avenger name in place of Excalibur. - fixed all elven chains, since they had unreal values. - fixed all versions of masterworks items so that their price is the right one (basic item + 300 gold) - added all possibile versions of masterwork composite long and shortbows with right prices, so that a comp. bow is a real investment for a party and, since they are not magical, they give a reason for the party to use magical arrows, otherway made useless from magical bows. - added Mithral Chain Shirt (not magical, mithral effects, so masterwork too and may be enchanted) - added Dwarven Adamantine Full Plate (not magical, adamantine effect of damage reduction 3/- so masterwork too and may be enchanted). They should be sold from the smith after completing some more subquest because they are indeed expensive and should not be found as tresaure. I want your opinion about 3 items: - the troll leader's belt: acid immunity is a great thing, but it is almost useless since there are no acid-based effects worthy of it. It may be a special item for some sub quest or we may want to add some +1 effect like +1 to AC, saving throws or immunity to acid AND Poisons. - Unicorn Ring: reading 3.5 monster manual, the unicorn has the following abilities that may be of interest: permanent magic circle against evil, venom immunity, charme immunity, acute senses, wild empaty. More, detect evil at will and as free action, greater teleport 1 x day, remove poison 1 x day (caster Level 8), heal moderate wounds 1 x day (caster level 5) and heal light wounds 3 per day (caster level 5). I'm afraid that they are too many to be added to the game because I don't want to add too many columns to protos file since I'm afraid that it may messes up the game. So, I think we could get a compromise making it cast magic circle against evil, heal moderate wounds, remove poison, dimensional door 1 x day as Caster Level 8 and a big bonus, maybe +3, to will. - The gnome ring: instead it is a cheap item that is is given at the early stages of the game, so it must not be too powerful and, since it is not possible to implement the natural "gnomish" magic abilities (I wonder why no games implements dark and light, so that blind fight and dark vision and torches would be very useful! I want to see a human fighter fighting effectively inside a cave with no lights while his drow opponent does!), but considering that a gnome favourited class is the bard, I think that +2 vs illusions (but I wonder if it is possible in the game), +2 to listen checks and +2 to perform checks would be a deal. It is nice and not overpowered. What do you think about? I was thinking to add a magic scimitar that is included in the DM manual and may be forged by a L 7 caster: Silvan Scimitar a silver +3 weapon (maybe I could power that bonus a bit) with greater cleave feat and +1d6 extra damages, that I think they could be of fire or acid (if I can) so that it would be a pain for shapeshifters, werebeasts and trolls that are all sort of abominations that every druid may want to kill. I await your comments, please!! Matt
Orion i didnt make any of the comp bows Allyx did that a while ago. i was just pointing them out that they were there. there are 2 double axes in the game that i saw, the gnoll one and there is one that is called magical double axe but it has no magic. i left in there anyway and just made a basic barebones +1 of it. that is what i did in all the others. just the basics so they exsist and people can add what they want to them.