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Help with merchant items


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#26
kamalpoe

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Eguintir Eligard wrote...

The 7 deadly sins is a bad idea. The game is based on made up FR lore, not real life christian beliefs. There is no such thing as the 7 sins in the realms. That would be equivalent to making a sword based on Lindsay Lohan. I'm not sure what the word is but its a form of injecting real world mannerisms into a game where they dont exist.

They would make sense if they were tied to good dieties such as Tyr. BG2 with the Paladin and Cleric companions there was conflict over them in their quests.

#27
nicethugbert

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Lesser Imaskari Bracers of Immortality: +4 Con, +1 Regen



They're just lesser versions of the Imaskari Bracers of Immortality found in MotB. I guess the same could be done with other high powered items, or low powered items, make lesser or greater versions of them.

#28
Eguintir Eligard

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I think your item availability in your campaigns will be a strong point. A lot of player modules are pretty skimpy and dont even cover the basic weapon types in some kind of silent railing against nwn2s overblown treasure.



With true back stories and memorable abilities people can use a decent amount of items in your campaign but still remember and appreciate them.

#29
Eguintir Eligard

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Heres a general idea, could just be an item like a bracer or a shield.
Or armor. But basically

Madman's Bracer
This bracer contains the soul of a madman (whatever story you want, he could be a wizard who channeled his essence into the bracer to prolong his life or maybe summoned a devil and got trapped).


+4 INT
-2 WIS (madman's dementia seeps into you)
-4 CHA


On hit received, 10% chance the mad man soul will scream out some nutty phrase, and just have a case select with about 18 nutty things he might say. Then use floattingtext string on wielder to display it.

"Do you see what I've done? What YOU'VE done?!"
"It burns! Arrrgh!"
"What IS that sound? That cursed sound!"

you know general creepy/disturbing stuff

Serious charisma penalty for the fear it causes observers.
Probably want a higher % on the speaking if its a wizard item since t hey dont get hit as much.
But if you change the stats so its more of a warrior item, then 10% will likely offer quite a bit of yelling.

Modifié par Eguintir Eligard, 30 décembre 2010 - 09:50 .


#30
El Condoro

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Eguintir Eligard wrote...

The 7 deadly sins is a bad idea. The game is based on made up FR lore, not real life christian beliefs. There is no such thing as the 7 sins in the realms. That would be equivalent to making a sword based on Lindsay Lohan. I'm not sure what the word is but its a form of injecting real world mannerisms into a game where they dont exist.


rjshae did say "based on" the 7 deadly sins. Surely pride, sloth and wrath et al exist in some form in most or all fantasy worlds.

#31
nicethugbert

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The 9.9/sqrt(2) = 7.0004 Deadly Cornerstones of Evil, or something like that.

#32
Shaughn78

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There will be no seven deadly sin items. Some have been used to help inspire unique items. The ones that have been created using the ideas from the 7 sins will be broken up between the merchants, so even if seven items were created no merchant would have them all.

I have started to modify some of the item property 2das to add more interesting things to the items. I have added a few spells so a couple items will have unique spells attached to them instead of just the use unique ability. A number of feats have also been added. Some are kaedrin's but others include some of the class specific feats. Items can now have smite good or evil. I have added the rage ability for the dagger of unrelenting attacks.

EE I like the talking armor idea. Do you know if the on hit script works that way with armor?

New items:
-I have a kama that will try to make the user similiar to the opponent it is attacking. Each round it will choose 1 of the 6 abilities and temportarily increase or decrease that ability. Each time the opponent is hit and the same ability is chosen the adjustment will be greater and the duration will also increase.
-Bag of Boulders. 3 times a day a pebble from this bag can be thrown and by the time it reaches the target it has grown into a boulder. So now and player with this item can take advantage of my giant boulder throw.
-Crown of the Damned, warlock can now have a number of the eldritch improving abilities from kaedrin's pack
As well as a bunch of other crap.

Modifié par Shaughn78, 30 décembre 2010 - 11:40 .


#33
kamalpoe

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Shaughn78 wrote...
As well as a bunch of other crap.

I am interested in this crap and wish to subscribe to your newsletter regarding the aforementioned crap.

#34
Eguintir Eligard

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I dont know that for sure. But there used to be "rebound damage" in nwn1 with armor of thorns etc. I just assumed there is a rebound event. I know there is in general scripting in the GetLastDamaged/GetDamage functions but if you cant attach that to an item then thats too much junk to be putting in a globally use script for just one item. In that case I guess you could make it a weapon once again, the soulscream +1 or something.

#35
Shaughn78

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kamalpoe wrote...
I am interested in this crap and wish to subscribe to your newsletter regarding the aforementioned crap.


I will make a large post of crap shortly.

EE, I have started looking into this screaming item, I really like the idea. I started by looking to into damage shields, which are a specific effect, from what I found these ffects are hard coded and are not called for in a attack script.

I have started looking into global scripts, but still haven't found the best one to use. I may shelf this one for a while, but I really like it and would prefer the armor. A weapon is an option if the script search doesn't pan out.

Wasn't there a intelligent  sword in BGII that would yell out crazy stuff during attacks?

#36
kamalpoe

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Shaughn78 wrote...
Wasn't there a intelligent  sword in BGII that would yell out crazy stuff during attacks?

Lilarcor

#37
Eguintir Eligard

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Ya this isnt an intelligent sword though. I wasnt even thinking of that, it was more like the person screaming out in angst as they take a hit. You could even change to be entirel something else... like an actual little entity that you wear on your wrist or something, and feels pain when it gets hit. It was kind of a vague idea.



You could wear the skin of some demon as armor and the skin is still älive like a symbiote. And it could scream just plain curses rather than insaninties.

#38
nicethugbert

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There are graft and symbiosis rules in D&D. Lords of Madness has some. IIRC, so does one of the Fiendish Codecies. Magic of Incarnum should have some ideas for this even though it is not specifically grafting. It's similar.

#39
The Fred

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As for how to implement it, you could add a Damage Shield effect to the character when they equip the armour and remove it if they remove it, OR you could simply use an OnHitCastSpell power on the armour - however, I think this second approach will only work for armour and shields, not bracers etc.

#40
Eguintir Eligard

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I dont recommend the onequip effect things. Because those go away when you rest, and is something you have to check for and deal with for the entire game, in rest scripts. I like to keep the effects with the weapons / armor they belong too which is I why I didnt do a lot of items I would have in Islander. Too much to track.

#41
kamalpoe

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nicethugbert wrote...

There are graft and symbiosis rules in D&D. Lords of Madness has some. IIRC, so does one of the Fiendish Codecies. Magic of Incarnum should have some ideas for this even though it is not specifically grafting. It's similar.

I implemented a bit of this, presuming you find it. You can get grafts, which essentially grant you feats, including racial specific feats. Shaughn would know about it from testing my campaign. Needless to say this is evil, but that wasn't a problem in my campaign. It does make a character "illegal", since they have an improper number of feats.

#42
Shaughn78

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EE, to avoid rest removing effects use the extrodinary effect and supernatural effect types. These modify the effects before you apply them. Extrodinary are not removed with rest but can be dispelled, supernatural can only be removed by a script. That was how I added my bonuses and penalties for the inter-party relationship system. The only scripting thing you need to remember is when doing a loop to remove all effects to have it ignore supernatural effects.

#43
Eguintir Eligard

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dont supernatural effects not stack with your regular feats though or some s uch issue? Either way if u can do it great.

#44
Shaughn78

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EE, think I may have the armor working. It will be a robe of the shouting monk. It will cause the player to randomly shout out things. I am modifing the module heartbeat script. I have created a include script where all the magic will happen.

It will do a couple of things. First there is a 5% chance that the pc will shout. With testing that could go up or down. right now it will only shout when the player is wearing the robe, not companions. It also makes sure the player isn't in a conversation before shouting out.
Right now I am looking at several categories and each category will have 8 random shouts.
-In combat
-Underground (interior & natural)
-Interior
-Exterior with natural flag
-All else

Still writing everything up and none of this has been tested. But it should create a random shouting PC, with area specific lines. I suppose if I wanted to go crazy I could also check action_mode. With detect the player could shout that we're looking for something, etc. And stealth mode, you can't see me I'm hiding!

Modifié par Shaughn78, 01 janvier 2011 - 05:11 .


#45
nicethugbert

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I mean this with all kindness, go crazy!  :)

Is there a crafter of special items in the module?  His items might have side effects, such as shouting, or dancing, etc.

"I feel pretty!  Oh so pretty! ....", item has -cha ....

[Item] of One of Many

Clutch - Sea of Destructon

The killers, scylla, and the limping fool all beggars play by the beggar's own rules On sea of destruction



All right



A sea destruction



Blackest jackets of their burning books A lecher loves what a lecher should On a sea destruction



All right



A sea of destruction



Build your ship and sail across the sea of flame Leviathans will guide
you into where they say Kings dig ditches witches stitch in witches'
time And proper paupers are of sound body and mind



Greenest genius of the fallen fool All the beggars play by beggars' own rules On a sea of destrction



Build your ship and saill across the sea of flame Leviathans will guide
you into where they say Kings dig ditches witches stitch in witches'
time And proper paupers are of sound body and in mind


Modifié par nicethugbert, 01 janvier 2011 - 06:58 .


#46
Eguintir Eligard

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hahaha it would be funny if you had some kind of cursed boots of the dancing fool and you could somehow make your wearer burst into one of the dance animations and forgoe that rounds attacks. Or even just the animation but lose AC or something for a round. Probably more work than its worth though, especially considering people will just fight to remove it asap.



Thats (on another note) why I prefer an item with good powers but with a rare chance of a drawback, vs an out right cursed. That way they actually use it, and its hilarious.

#47
nicethugbert

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I think that evil is treated very simplistically in most modules, at best.  The items can be an opportunity to remind the player what they are really dealing with.

Evil feeds on stress, conflct, exploitation, etc. no matter how infinitesimal the act, no matter how softly or shortly spoken.  I think an experience in the abyss should constantly give an impression of wrongness, no matter how trivial.  The PC can't win without losing.  Are they cheering your victory or the imperfection of your victory or the price you paid or your eventual demise?  Was it really a victory?  Even if you pass the save, you should suffer something even if it's just a -1 in parry skill.  You get cured just in time to get sick again, respite cures your memory of it's protective numbness.  Something should always be some kind of wrong in the Abyss, even perfection.

I think the items can reflect this.  There shouldn't be a straight +anything that the PC can get a hold of even though they obviously exist in the hands of lesser beings and offers are made.  Maybe the PC's items can be attacked and suffer damage in unconventional ways, random or seemingly random, from the environment or denzens.

I'm not saying that every dialog has to be harsh, even though most of the Abyss should be.  Every oasis, every friend, every advantage, every salvation is there to hurt.  Every word, expression, act, is manipulation, at least 666 layers of it.  Admissions and denials swirl into each other, clash and meld.

MASTODON - "Blood and Thunder"

MESHUGGAH - Bleed

Modifié par nicethugbert, 02 janvier 2011 - 06:58 .


#48
The Fred

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Shaughn78 wrote...

EE, to avoid rest removing effects use the extrodinary effect and supernatural effect types. These modify the effects before you apply them. Extrodinary are not removed with rest but can be dispelled, supernatural can only be removed by a script. That was how I added my bonuses and penalties for the inter-party relationship system. The only scripting thing you need to remember is when doing a loop to remove all effects to have it ignore supernatural effects.

IIRC, extraordinary effects ARE removed by resting, but NOT by dispelling. They're for non-magical bonuses and monster abilities and things, so that dispel magic doesn't work on them. I always thought supernatural were the opposite, because the description states that they AREN'T removed by resting, but doesn't explicitly state whether or not they can be dispelled. However, they apparently can't be.

#49
Shaughn78

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Image IPB

kamalpoe wrote...

Shaughn78 wrote...
As well as a bunch of other crap.

I am interested in this crap and wish to subscribe to your newsletter regarding the aforementioned crap.


Link to a brief descriptions of the merchants and a lengthy list of the items and a brief description of the items.

Demonic merchant Crap

Modifié par Shaughn78, 06 janvier 2011 - 08:09 .


#50
rjshae

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El Condoro wrote...

Eguintir Eligard wrote...

The 7 deadly sins is a bad idea. The game is based on made up FR lore, not real life christian beliefs. There is no such thing as the 7 sins in the realms. That would be equivalent to making a sword based on Lindsay Lohan. I'm not sure what the word is but its a form of injecting real world mannerisms into a game where they dont exist.


rjshae did say "based on" the 7 deadly sins. Surely pride, sloth and wrath et al exist in some form in most or all fantasy worlds.


Yes. I was thinking in terms of presenting evil behavior in a form most people in the West are familiar with, rather than specifically as Christian mores. Certainly there are individual FR deities that come close to representing specific "sins" in their portfolio. But no matter. Maybe I'll put something together along those lines.