Disfunctional Item Abilities
Author | Topic: Disfunctional Item Abilities |
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Agent
Member # 8030
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written Saturday, March 8 2008 18:22
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I've been testing everything as I place it by actually playing the incomplete scenario. I placed these two items, but their abilities aren't taking effect. Item 457 isn't cursed when I equip it, it doesn't affect my stats either. Same thing with item 458; no increased health points, and no luck penalty. If it helps any, I'm using Mac OS 9.2.2 and running Blades of Avernum version 1.1 with the standard editor. [ Saturday, March 08, 2008 18:24: Message edited by: Excalibur ] -------------------- Decca Records - "We don't like their sound. Groups of guitars are on the way out." Posts: 1384 | Registered: Tuesday, February 6 2007 08:00 |
Infiltrator
Member # 5576
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written Saturday, March 8 2008 19:01
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It looks like you're seeing a couple of effects here: First, negative strengths may not work; they should really, but i don't remember whether Jeff actually allowed them or not. Also, secondary statistic can't be affected by items; these include health, macig capacity, etc. (This solves the tricky problem that results from the following scenario: Suppose Hp boosting items are allowed. I put on an item the give +10 Hp, then get knocked down the 5 Hp. Then, for whatever reason, I de-equip the item. Should I die? Should I not be allowed to take it off?) As to the item not being curesed, I don't know, as that one should be very simple, so I can't see what went wrong. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Councilor
Member # 6600
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written Saturday, March 8 2008 19:10
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Depending on how you've placed these, your cursed boots may be running into this bug (from the bug thread in the forum header): quote:Dikiyoba. -------------------- Episode 4: Spiderweb Reloaded Posts: 4346 | Registered: Friday, December 23 2005 08:00 |
Shaper
Member # 7472
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written Saturday, March 8 2008 19:16
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Negative strengths work fine. However, they'll only reduce the primary stats to 1 and all other stats to 0. So, as long as you weren't planning on someone having -16 Thrown missiles or -4 Nature Lore, you shouldn't have a problem. -------------------- Hz'ii'zt a'iiencf coxnen a'bn'z'p pahuen yzpa'zuhb be'tt'phukh'kn az'ii'ova mxn't bhcizvi'fl? Nioca's Citadel - A resource for BoA graphics and scripts, as well as my scenarios. Posts: 2686 | Registered: Friday, September 8 2006 07:00 |
Agent
Member # 27
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written Saturday, March 8 2008 21:24
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You could also just add a point to Dread Curse instead of subtracting a skill point. -------------------- Enraged Slith's Blades of Avernum Website Kill Them Dead - Rate it now at CSR! Posts: 1233 | Registered: Wednesday, October 3 2001 07:00 |
...b10010b...
Member # 869
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written Saturday, March 8 2008 23:05
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quote:Do points of Dread Curse added by items actually work, though? Remember, Dread Curse does nothing in itself, but its secondary effect is to decrease every other stat by one. The trouble is that stat points that come from items don't have secondary effects. (Which is why Endurance-boosting items don't increase your HP, Intelligence-boosting items don't increase your spell energy or Potion Making skill, and so on.) -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Shock Trooper
Member # 7662
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written Sunday, March 9 2008 02:17
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Could the problem with the curse be: "it_magic = 0;"? For "it_cursed = 1;" seems okay. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Agent
Member # 8030
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written Sunday, March 9 2008 16:13
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I placed the boots on all varieties of places, even having it dropped by a hostile monster, but they still aren't cursed. I removed the "it_magic = 0" with no success. The other item seems to work now. I haven't figured out why the boots aren't working, but thanks regardless. [ Sunday, March 09, 2008 16:14: Message edited by: Excalibur ] -------------------- Decca Records - "We don't like their sound. Groups of guitars are on the way out." Posts: 1384 | Registered: Tuesday, February 6 2007 08:00 |
Shock Trooper
Member # 7662
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written Monday, March 10 2008 01:14
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I imported the boots into another scenario and they were properly cursed. The moment I switched these with the boots the PC was previously wearing, the curse took effect. I used the Character Editor to give them directly to a PC, they were not found in a container. I also tested the armor and it worked too. [ Monday, March 10, 2008 01:22: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Shock Trooper
Member # 10488
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written Monday, March 10 2008 03:01
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I don't know if it will help, but it seems to me that "it_magic = 0" should be "it_magic = 1". Aren't cursed items normally also magical? Posts: 334 | Registered: Friday, September 14 2007 07:00 |
Infiltrator
Member # 5576
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written Monday, March 10 2008 07:17
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There's no reason that they have to be. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Agent
Member # 8030
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written Monday, March 10 2008 19:45
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Hmm...that's entirely odd. It must be the version of BoA I'm using, because I don't think any of the stuff in the datascript could be affecting it. -------------------- Decca Records - "We don't like their sound. Groups of guitars are on the way out." Posts: 1384 | Registered: Tuesday, February 6 2007 08:00 |