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Looking to make a small weapons pack...

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...and really I'm looking for a few things.

1) Is there a list of all +3 weapons available in BG(EE), not including dual-state weapons like Kondar or weapons added in SoD?
1.5) Anyone here ever complete Heirs to Skull Crag? I want to include "Replica of the Roadwarden's X" items but the only one I know of offhand is the Shield.
2) The old item insertion guides on G3 and Sorceror's Place seem to have vanished into thick air, can someone give me a brief rundown/link for how to add items using WeiDU scripts? (There's a guide to adapting item mods for the EEs, but I can't find one for inserting items in the first place. Maybe I'm just a dumb.)
3) Feedback, both for balancing and flavor text. Each weapon as I make them will get their own bio. For example:

Dagger +3: Mage Masher
Legend has it that this was commissioned by a Wizard Slayer who was hunting a gnomish lich. This would have been a potent weapon against such a lich, as it both allows the wielder to see through illusions and can cause spellcasting to go wild. Unfortunately, the Wizard Slayer in question did not have skill in passively spotting illusions, and took for granted the magic in the Mage Masher...

EQUIPPED ABILITIES:
Sets the Detect Illusion skill to 100%
Disables spellcasting and special abilities
Can only be removed by a Remove Curse spell

COMBAT ABILITIES:
On a successful hit, causes the target to have a Wild Surge the next time they cast a spell (save versus wand negates).

STATISTICS:

THAC0: +3
Damage: 1d4+3 (piercing)
Speed Factor: 0
Proficiency Type: Dagger
Type: One-handed
Requires:
3 Strength

Weight: 1

Testing notes for the Mage Masher:
Using the Dagger of Venom (misc75) as base item.
Cursed - still need to apply portrait icon - why isn't global effect Display Portrait Icon - Self - Cursed - Instant/While Equipped not the solution?
SOLVED: Needed to set probability as 100%
Inflict wild magic - works as expected - still debating "next spell only" or "duration"
Disable Spellcasting and Innates - doesn't disable the Innates button...? Otherwise seems to work when properly applied. Actually should use opcode 144 targeting button 13 for innates. Still should disable arc and div using the Disable Spellcasting opcode, but also the s/c buttons
Abilities Button will not be disabled to allow thieving abilities for Cleric/Thief - makes disabling innates awkward since still selectable from abilities but testing shows they simply don't take action... will this screw with AI scripts?
Still had a failed trapset while Masher was equipped... maybe just give up on disabling innates?

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