Salamanders and Giants and Gnolls (Oh My!)

Discussion in 'General Modification' started by Kalshane, Nov 15, 2005.

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  1. Cujo

    Cujo Mad Hatter Veteran

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    I didn't make the sorcerers helm it was there when I got here (as far as I can tell) it was the inspiration for some of my insane stat boosting items but I can't take credit for that one.
     
  2. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    There is the Sword of Life Stealing bonus type for weapons. It drains levels, and give temp hp to the wielder. It could be adapted to a spell like ability. It has a flaw though. If used on a critter without character levels, it kills them instantly. This can allow you to kill a 400 hp critter with one application if it doesn't have any character levels.
     
  3. krunch

    krunch moving on in life

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    Laff...then, it is truly a Sword of Life Stealing. *smirk*
     
  4. Kalshane

    Kalshane Local Rules Geek

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    Can weapons powers be applied to creatures? I've never tried it. If so, there might be some other tweaks I can make to monsters to make them more in-line with the rules.

    I did notice the other night that Stoneskin actually registers as DR 10/Adamantine in the roll window. I wonder if that means it could be applied to creatures and if adamantine weapons could actually be created.
     
  5. krunch

    krunch moving on in life

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    If that's true and, maybe, if we are real nice...Cujo could make a set of adamantium Wolverine claws, like the comic book hero.
     
  6. Moosehead

    Moosehead Rubber nipple

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    hmm. a super hero TC mod? :D
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @ Kalshane: I've tried adding monster melee poisons to weapons, though none of them ever worked, I put the same question to Agetian, he said that perhaps those bonuses could be added successfully to another item type - though I didn't experiment with it.
     
  8. Cujo

    Cujo Mad Hatter Veteran

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    I've tryed but had no luck yet with "tiger claws" for monks to use with unarmed strike
     
  9. Lord_Spike

    Lord_Spike Senior Member Veteran

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    What have you tried so far? A pair of guantlets given the attributes of a magical dagger sounds like the ticket to me...can you combine them? A little artwork thrown in, and there you have 'em. An old favorite of mine were the "Tiger Claws of Chakyik", who are the Tiger Nomad barbarians of the North. +2 dagger blades combined into a sort of guantlet for each hand.
     
  10. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Update on the inventory fixes:

    I'm having trouble with Calmert.

    I can't just respawn him and leave it at that. If I do, he doesn't link to his substitute inventory container (merchant's shop), so when you barter with him all he has for sale is some coin.

    Since there was only one item changed in his inventory, I can easily fix his inventory with a few lines of code in his script. However, I am not sure the mobbed in Calmert is using the new proto entry for him. I would assume not, since Kalshane's testing is showing that a lot of the mobbed in creatures are not.

    I can respawn him, and do like Liv did with her "new merchant", i.e. add his entire story inventory into his personal inventory, so that it is available for barter. It will still refresh, but rather than once per day, it will refresh every time you enter the map (though I could look at some existing global variables and make it a little less frequent than that, or, with the use of a new flag, I could make it refresh ever time the party rested). It would also mean that if you killed him, you would be able to loot the contents of his store (which in my mind makes some sense - if you kill a store keeper in his shop, you should be able to rob it.

    Lastly, I could try my hand at rewriting the mob files for that map (Calmerts can't be edited with WB - won't load). There aren't that many of them, just his, his substitute inventory container's, his shop inventory and his inventory. I might even be able to re-use everything but his mob.

    This last option is the most labor intensive, and probably the best solution, though definitely not the simplest.

    Anybody know how to attach a substitute inventory container to an NPC through scripting? If you do, we could fix Burne too.

    EDIT: I did try to read and assign obj_f_npc_substitute_inventory, but it CTDs on reading alone. My guess is that the GUID is way to big for python to handle.
     
    Last edited: Feb 3, 2006
  11. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    What is it about Calmert's inventory that needs changing / getting from the InvenSource file?

    Finding and destroying and recreating a nearby inventory chest is easy enough - attaching it, thats a question for Agetian.
     
  12. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Kalshane wanted Calmert's Mace +1 to be changed to a Holy Mace +1. But the real issues is that the mobbed in Calmert is probably not reflecting Kalshane's proto changes.
     
  13. Kalshane

    Kalshane Local Rules Geek

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    If the mace can't be changed, don't sweat it. I'll fire up the game and try hitting him with a spell that requires a save. That will let me know right away if it's drawing from the protos or not, since the original version had bonuses to his saves.

    Though I just thought a real easy test to see if something was drawing from the protos or not might be to just change their model size temporarily. If Calmert's suddenly 20 feet tall, then it's using the protos.tab.

    ETA: Whoo. Calmert was sufficiently ginormous, so the game is using the protos.tab to generate him. I would say don't bother wasting any more time on him, CB unless you really want to. The holy mace was just a "If he has it, why doesn't he use it?" thing rather than something that needed to be fixed.
     
    Last edited: Feb 3, 2006
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    That doesn't mean the whole proto entry is used in game, the .mob files overwrite the protos, it could just be that the size is not overwritten by the protos, but other parts could be.

    EG. when Livonya tried removing the DR from the gnolls, she couldn't do it in the protos, because the DR was set in the .mob files (hence her respawn script).

    Agetian tells me that when we have full control of the .mob files, protos.tab could be obselete as everything that can be set in protos.tab can be set in the .mob (though getting everything correct in the .mob file every time sounds really complicatated)
     
  15. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Did some testing. Managed to hit Calmert with Suggestion. All his feats, stats and bonuses look right compared to the new protos. I changed the script to remove the Mace +1 and add the Holy Mace +1 and tested again. Worked like a charm. Calmert completed. Now on to the Gnolls, though from the sound of it I won't need to change anything there.
     
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