I need/want to know if it is possible to make items with the following attributes. If so, please explain me what I have to write in the protos.file. note that I'm translating from my DM italian manual, so attributes' names may be a bit different even if the meaning is the same. GENERICAL: - add acid damage to weapons - make the equipment to give the owner some permanent magical effect, like protection from evil or haste... - ...or bonus feats 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, the ones that are specifically designed against some kind of creatures.defending undead distruption injurying (target looses constitution points) greater cleave returning (for throwing weapons) ghost touch vorpal Thanks
orion when you use the proto editor and load the proto file there are 2 drop down menu's on the top left the bottom one says select variable list. if you go down the list you will fine a entry that says 168-200 bonus type/param1/param2 . highlight and select it and you will see all the possible bonus's for the stuff in the window to the left. just pick from there the stuff you want to add and place them in the bonus col. acid isnt on the list but magic resistance is.
Yes, Gray, I've already seen that. But I wonder if some abilities are already in the game without that the programmers hadn't the time to add them to items. Maybe, I don't know, the game "knows" what vorpal is, but there are no weapons with that ability. The balor vorpal sword itself doesn't have any vorpal attribute.
Known item proprieties Armor Enhancement Bonus X 0 Armor Spell Resistance XX null Attribute Enhancement Bonus attribute_XXXXX Y Boots of speed 10 10 Buckler 1 0 Charisma Competence Bonus (like circlet of persuasion) 3 null Composite Bow Crossbow -1 0 Dagger of Venom 0 1 Elemental Resistance Fire Cold Electricity Acid X Elemental Resistance per round ||ELEMENT|| x Fragarach Item Particle System || PARAM 1'ef-Flaming Axe' || PARAM 2 empty Necklace of Detection null null Normal Projectile Particles (throwing weapons ex: dagger) Proof Against Poison Ring of Animal Summoning 0 1 Ring of Change Ring of freedom of movement Ring of Invisibility Saving Throw Resistance Bonus saving_throw_fortitude (or reflex or will) x Shield Enhancement Bonus X 0 Skill Circumstance Bonus skill_XXXX Y Staff of Striking X 0 To Hit Bonus X 0 Useable Item X Times Per Day 0 X >> 'SPELLNAME' class_SPELLCASTER X UseableItem 01 >> 'SPELLNAME' class_SPELLCASTER X UseableMagicStaff X 0 Weapon Chaotic Weapon Defending Bonus 1 0 Weapon Enhancement Bonus X 0 Weapon Flame Tongue 0 1 Item Particle System ef-Balor Sword Weapon Flaming Weapon Frost Weapon Holy Weapon Icy Burst Weapon Keen Weapon Lawful Weapon Masterwork Weapon Silver Weapon Unholy Where it is written NULL, the column should stay empty (but please check by yourslef since I may have missed to write null for some columns) . X and Y are easy-to-understand variabiles, like an attribute name or a number. >> means that probably a first effect can't work without the second effect in the same line. I guess that some are just visual effects.
the balor sword i think is like Fragarach where all its abilities are hardcoded in the game you cant really change them and in its case it cant be copied to another weapn. there may be other attributes and powers you could play around with it and find out.
Yes, but how? I mean, I should create only 1-single-attribute weapons, just to see if something happens and just writing them wrong just for 1 wrong letter or space would mean to make the work really hard!!!!