ProtoEd fixes

Discussion in 'General Modification' started by Basil the Timid, Jul 23, 2014.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    Bear in mind Basil that not all NPCs are power-gamers. ;)
     
  2. Basil the Timid

    Basil the Timid Dont Mention the War

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    Sure, but I think a chaotic evil boss would and should be. He shouldn't go down like a punk. I'm not trying to criticize his new AI; I'm only trying to offer help once I understand how this works. As a DM, I know that playing boss monsters intelligently (or in Hedrack's case, wisely) is what makes a big difference to the gaming experience.

    I am having some trouble understanding some of the "conditions" of the spells in strategy.tab

    Why does it say target closest for Righteous Might instead of target self?
     
  3. Basil the Timid

    Basil the Timid Dont Mention the War

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    Would this affect all casters of this spell? Kind of interesting if it did. Could it be so that it only equips item if the weapon hand is empty? Then PC clerics would have the choice to drop a weapon (= free action) in order to equip a better weapon. Very cool!
     
  4. Basil the Timid

    Basil the Timid Dont Mention the War

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    I have been trying to improve how the Monk Spade works by making it into a bludgeoning and slashing weapon that can do flurry attacks as per whatever book it originally came from. I certainly changed the weapon category of halfling_siangham to quarterstaff to enable flurry and I believe I changed the damage type to D20DT_BLUDGEONING_AND_SLASHING

    So, can someone confirm/explain this one? My party is fighting the undead wizards in the Arena of Heroes and the Monk hits with this modded and crafted weapon. The wizards have DR 5/Slashing, yet 5 points are still deducted from damage. It also records my +1 Axiomatic Monk Spade as a Bludgeoning weapon only. If I had modified the damage type on this weapon, I did so weeks ago. I am merely curious if any others have discovered similar anomalies with dual damage type weapons.
     
  5. Gaear

    Gaear Bastard Maestro Administrator

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    Are you editing protos.tab in WorldBuilder?
     
  6. Basil the Timid

    Basil the Timid Dont Mention the War

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    No, I use ProtoEd and I copy and paste stuff to make sure that I don't spell anything wrong. I know how sensitive protos.tab is if you get one keystroke wrong.
     
  7. Gaear

    Gaear Bastard Maestro Administrator

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    I haven't used protoed in ages but even ages ago it was known to be dodgy. Does it edit protos.tab directly in your ToEE directory?
     
  8. Basil the Timid

    Basil the Timid Dont Mention the War

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    Yes, that way I can test if my changes are acceptable. So, what you are not saying is that weapons that have two different damage types should use only the optimal damage type when facing an opponent with damage reduction.
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    I just asked what app you were using Basil. ;)

    If I were wanting to do what you are, I'd use WorldBuider's proto editor and just find a weapon that already does that and duplicate its relevant proto fields in yours.
     
  10. Basil the Timid

    Basil the Timid Dont Mention the War

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    Ah yes, Gaear, that's exactly what I do; it's just that I use the older tool. I'll have to test DR with other weapons and get back to you.

    In other news, I noticed that Zuggtmoy casts Displacement rather than Improved Invisibility. The module says she has the latter only. I was wondering what the effective difference is between them. Improved invisibility gives her a melee advantage unless the character has blind fight. It is countered by invisibility purge and true seeing. Only clerics has this spell as far as I know. Displacement can only be countered by True Seeing, which is much higher level and can be cast by different classes. However, this spell must be cast on each ally.

    So the question is, should Zugg's strategy tab be modded? If so, should it be:
    'Improved Invisibility' domain_special 3 OR
    'Improved Invisibility' domain_special 4

    or it doesn't matter?

    Zuggtmoy should only be able to Gate once per day and summon fungi once per day (and only if the skull hasn't been destroyed). In strategy.tab her Gate ability is listed once and the summoning is listed twice. Does that matter?

    I cannot find any separate entry on either strategy.tab or protos.tab for a post-skull-destruction Zuggtmoy. Does that exist?
     
  11. sirchet

    sirchet Force for Goodness Moderator Supporter

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    She certainly summons fungi more than once in the same battle, (learned that the hard way). ;)
     
  12. Sitra Achara

    Sitra Achara Senior Member

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    Probably not.

    If you intend to mod Zuggtmoy, that would be a welcome addition. But do be careful with Improved Invis., IIRC there was an inifnite AoO bug associated with it. Though it could've been Invisibility Sphere, not sure. Also, I think she was changed to reflect her 3E stats, so be careful with that too.
     
  13. Daryk

    Daryk Veteran Member

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    I only ever suffered the infinite AOO bug with Invisibility Sphere...
     
  14. Basil the Timid

    Basil the Timid Dont Mention the War

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    I never heard about that bug. I also never use either spell.

    I just noticed that there is in existence a 3.5 conversion of this module, but it is not produced by WoTC. Should we use this or another? Can someone please provide me with a link?
     
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