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A few questions for the experienced NWN players :)


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#301
WhiZard

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Gray area, awesome, I could have used this argument too for the caster level bonus. I mean seriously? As explained in some of the FAQs at the start, the description lists what you cant do, and everything else is allowed - to list everything that can be done is simply not a possible. If you want to use this argument then we can throw up the whole 8 pages of debate whether is the +1/per caster level meant to be empowered or not (where I found The Krit's explanation for this very convincing before)

 

The FAQs list both what you can and can't do (remember magic missile- you can increase damage).  Things outside the original can and cannot are to be considered accidental placement of variables, that is DnD tries to avoid placing variables in places that do not fall neatly into one of these categories.  If one is found, it should tried to be reasoned what is the best category that it should fall into.  For example if there were a spell that half of the time would attempt to stun a creature, should an empowered version increase the frequency of being able to stun (because "half" is equivalent to a single outcome of a d2 roll and thus might be considered variable).  I would posit this case, probability in general, in the same category as "checks" or "opposed rolls." Just because a variable shows up in a spell description doesn't mean that it was intended for use with empower.



#302
Pstemarie

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That is what I mentioned.  The discussion on whether the tentacles are to be considered a creature is regarding their grapple attack 1d6 damage (which is modified by the +4 strength modifier).  Does the damage also get empowered?  My ruling is that for 3.0 Evard's that the damage stays at 1d6 +4.  The other interpretation is that the damage is at (1d6) * 1.5 + 4 (that is the base damage for the tentacles is empowered).  You might want to post the second half or go back to page 12 of this discussion where I posted the entirety of the 3.0 description from the SRD.

 

No need to go back. The tentacles are a conjuration that lasts as long as the spell is active. Therefore, you're quite correct when you maintain that their damage is not empowered. The damage is caused by the tentacles grapple attack, not directly by the spell itself. Thus, the damage, which is not an effect of the spell but of the tentacles, should not be empowered. 



#303
Shadooow

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That is what I mentioned.  The discussion on whether the tentacles are to be considered a creature is regarding their grapple attack 1d6 damage (which is modified by the +4 strength modifier).  Does the damage also get empowered?  My ruling is that for 3.0 Evard's that the damage stays at 1d6 +4.  The other interpretation is that the damage is at (1d6) * 1.5 + 4 (that is the base damage for the tentacles is empowered).  You might want to post the second half or go back to page 12 of this discussion where I posted the entirety of the 3.0 description from the SRD.

Okay. I get this argument, but if the tentacle is something more than a missile and it is a truly creature (and this didn't changed across 3.0 and 3.5 as I pointed above) then, if anything, there is no empowering of its damage at all.

The FAQs list both what you can and can't do (remember magic missile- you can increase damage).  Things outside the original can and cannot are to be considered accidental placement of variables, that is DnD tries to avoid placing variables in places that do not fall neatly into one of these categories.  If one is found, it should tried to be reasoned what is the best category that it should fall into.  For example if there were a spell that half of the time would attempt to stun a creature, should an empowered version increase the frequency of being able to stun (because "half" is equivalent to a single outcome of a d2 roll and thus might be considered variable).  I would posit this case, probability in general, in the same category as "checks" or "opposed rolls." Just because a variable shows up in a spell description doesn't mean that it was intended for use with empower.

Nice example of something that nobody would ever considered to be "empowerable". How would it even worked lol. We are talking here specifically about a variable effect duration. In a terms of the rules the spell creates some object/effect (missile, hand, cloud) that does something. We know that while the caster creates a missile, he also can affect the missile power at the same time. Why this would be any different now?

 

What I wanted to say with the "can do/cannot do in FAQ" is that when something isn't said there its allowed as long as its not said you cannot do this.



#304
Shadooow

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No need to go back. The tentacles are a conjuration that lasts as long as the spell is active. Therefore, you're quite correct when you maintain that their damage is not empowered. The damage is caused by the tentacles grapple attack, not directly by the spell itself. Thus, the damage, which is not an effect of the spell but of the tentacles, should not be empowered. 

So when the magic missile creates a missile, its damage is not an effect of the spell itself and shouldnt be empowered?



#305
Pstemarie

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So when the magic missile creates a missile, its damage is not an effect of the spell itself and shouldnt be empowere

 

So when the magic missile creates a missile, its damage is not an effect of the spell itself and shouldnt be empowered?

 

Good point. This is how I look at it...

 

Magic Missile is an evocation - the energy that formulates the missile is created by the spell and thus, as a direct manifestation of the spell, is subject to empowerment. Conjuration spells call matter into being - in the case of Evards a set of tentacles. Since the damage from Evards is caused by the conjured tentacles and not directly by the spell, its damage cannot be empowered.

 

In reality you can interpret the physics of D&D anyway you want. The trick is finding an interpretation that is consistent. You like Empower one way, I prefer it another. I've come to realize that doesn't make my jelly doughnut tastier than yours - they're both still good.


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#306
Shadooow

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in reality you can interpret the physics of D&D anyway you want. The trick is finding an interpretation that is consistent.

 

absolutely agree, but the problem is that Bigbi hands are also an evocation, but they are creating exactly same effect as evard ;) .

 

(oh gosh this quoting is so stupid there)



#307
Pstemarie

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*FACEPALM*

 

Well, by golly this debate just goes round and round. You're right of course - so much for trying to apply logic to DnD. How about this - Bigby's isn't empowered because Bigby didn't have the feat when he created those spells  :P



#308
Shadooow

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Im not going to let this be however. You ve persuded me with argument "its not written in description/faq" that the caster level bonus is added to the empower calculation althought it makes it unbalanced. Now, when I brought different matter suddenly your argument is - its not written in description/faw so its gray area and suggesting that this can't be profeed so Im again wrong? Seriously, be at least consistent in what you are saying.

 

If you recall properly my understanding of the empower and bonus to the dice was that there are two types of bonuses, direct (such as described in magic missile) and indirect which is caster level dependant. The Krit has a very nice and logical explanation for this too on a nwn wiki ("Variable" numeric effects means numbers that are not known before the spell is cast. That is, it means the result of dice rolls, not numbers based on the caster level.). Now, there is nothing in FAQ that could without doubt confirm or disprove this and this is what I accepted and changed my opinion about what is meant to be correct accordingly. And that applies also for both empowering a damage of evards tentacles/bigbi's hands (where I would before agreed that its not meant to be empowered too - as it makes no sense) and duration of the secondary effects of the spell (where I see absolutely no reason why this wouldnt be empowered).

 

But my main concern is a wiki. Now if you say this cannot be proofed and its detabable, then how can wiki say "its meant to be this way" then? And I am asking again whether this will be changed or not.



#309
Pstemarie

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Dammit - forum ate my reply and I don't really fell like retyping it. Therefore, I'll sum up where I'm at...

 

Magic Missile - Empower the damage because it is a direct effect of the spell - kind of like fireball.

 

Evards - Do NOT empower because the damage is not a direct effect of the spell. The damage is the direct result of a successful grapple attack by the tentacles.

 

Bigby's - After reading the description in the PHB again, I think BioWare got this one wrong. Any damage dealt is the result of actions taken by the hand and not a direct effct of the spell. Furthermore, this spell sounds more like a conjuration than an evocation so I'd also say WotC messed that up as well. Evocations tend to create something that has an immediate effect. Conjurations linger around.

 

Hmmm,..you got me on that one ShaDoOoW. The more you look at these "exceptions", the more I get a headache. Anyway, I've got a Pathfinder game to GM in an hour and quite frankly I'm found that my renewed interest in PnP RPGs has afforded me MORE - MUCH MORE - fun than this antique game ever will. BTW, the toolset makes one hell of a map making program.



#310
WhiZard

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Im not going to let this be however. You ve persuded me with argument "its not written in description/faq" that the caster level bonus is added to the empower calculation althought it makes it unbalanced. Now, when I brought different matter suddenly your argument is - its not written in description/faw so its gray area and suggesting that this can't be profeed so Im again wrong? Seriously, be at least consistent in what you are saying.

 

If you recall properly my understanding of the empower and bonus to the dice was that there are two types of bonuses, direct (such as described in magic missile) and indirect which is caster level dependant. The Krit has a very nice and logical explanation for this too on a nwn wiki ("Variable" numeric effects means numbers that are not known before the spell is cast. That is, it means the result of dice rolls, not numbers based on the caster level.). Now, there is nothing in FAQ that could without doubt confirm or disprove this and this is what I accepted and changed my opinion about what is meant to be correct accordingly. And that applies also for both empowering a damage of evards tentacles/bigbi's hands (where I would before agreed that its not meant to be empowered too - as it makes no sense) and duration of the secondary effects of the spell (where I see absolutely no reason why this wouldnt be empowered).

 

But my main concern is a wiki. Now if you say this cannot be proofed and its detabable, then how can wiki say "its meant to be this way" then? And I am asking again whether this will be changed or not.

 

Not sure the "you" on this, but as the "grey area" seems to be me I'll answer.  3.0 SRD mechanics would have 1d4 + 1 in its entirety as empowerable simply because the expression constitutes a value that is evaluates as variable and is expressed in the spell as a whole. The Krit's reasoning doesn't follow any established guidelines either from BioWare or from DnD.  1d4 + 1 per caster level is a single numeric value because it is expressed that way.  If one wanted to express them separately to be added together there are ways to accomplish that (including the use of parenthesis).



#311
Shadooow

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.  If one wanted to express them separately to be added together there are ways to accomplish that (including the use of parenthesis).

You mean like this?

 

Cure light wounds

"When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5)."

 

and

 

Ray of enfeeblement

"The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1."



#312
WhiZard

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You mean like this?

 

 

Nope like this (from 3.0 Evard's)

 

 

Also, they cause 1d6 points of normal damage (+4 for Strength), not subdual damage.

 

See how the parentheses are for a value that is in addition to another value already there.  The values you have only have the parentheses for maximums (not additions) which does nothing but present another value which represents their upper bound.  That is you have x (maximum y) meaning when empowered, x * 1.5 (maximum y * 1.5); this hardly does anything to separate out caster level from the variable.



#313
Shadooow

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Nope like this (from 3.0 Evard's)

 

 

See how the parentheses are for a value that is in addition to another value already there.  The values you have only have the parentheses for maximums (not additions) which does nothing but present another value which represents their upper bound.  That is you have x (maximum y) meaning when empowered, x * 1.5 (maximum y * 1.5); this hardly does anything to separate out caster level from the variable.

I guess I should be more specific. I didnt suggested that my two examples uses the parentheses.

 

You wrote: "If one wanted to express them separately to be added together there are ways to accomplish that".

 

See again the two examples above and notice that one has the damage described as 1d8 points of damage +1 per level (max +5) and the other 1d6+1 per level max (1d6+5). Ive already brought this argument on the page 8 or somewhere but it was counterargumented to me that since its one effect it doesnt matter how its written and per description it is as a one effect multiplied together.

 

 

Anyway your reasoning for the evards is off, also because the reason you used is not valid anymore in 3.5 where the tentacles behaves exactly the same.

 

I would agree with Pstemarie's  interpretation "damage is result of the object attack not a spell" but my point is that the argument you have used to "prove" that the caster level bonus is empowered too can be used in this case with the same success as well because this is not written in FAQ anywhere and the description doesn't exclude this. Its custom interpretation same as the "direct/indirect" bonus to the dice and has no support in official rules.

 

Because this could be interpreted as a way that the caster does make the whole object (missile, hand, tentacle, ray) empowered which affect its damage/effects.



#314
WhiZard

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Anyway your reasoning for the evards is off, also because the reason you used is not valid anymore in 3.5 where the tentacles behaves exactly the same.

 

 

Let's stay in 3.0 land for the time being.  Remember the 3.0 description for empowerment.

 

 

Empower Spell [Metamagic]

Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

 

I have added bolding to the curative words which are in parallel to that "half and again as much damage as normal", implying "half again as many hit points (as normal)".  What spells would actually cure 50% more hit points than normal?

 

Cure light wounds (Note the wording is very similar to the NWN wording you brought up).

 

When laying the character's hand upon a living creature, the character channels positive energy that cures 1d8 points of damage +1 point per caster level (up to +5).

 

Cure moderate wounds

Cure serious wounds

Cure critical wounds (all of these are phrased the same way as cure light wounds)

 

Healing circle

 

Positive energy spreads out in all directions from the point of origin, curing 1d8 points of damage +1 point per caster level (maximum +20) to nearby living allies.

 

Regenerate

 

The subject’s severed body members, broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 1d8 points of damage +1 point per caster level (up to +20).

 

 

3.0 reasoning strongly asserts that the + 1 point per caster level is included with the die roll when multiplying by 1.5.



#315
Shadooow

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BTW the description of the empower metamagic match in both 3.0 and 3.5. In the 3.5 PHB the description is exactly the same, the SRD only uses the short version.

 

quote

Cure light wounds (Note the wording is very similar to the NWN wording you brought up).

 

I quoted from DnD 3.5 actually.

 

3.0 reasoning strongly asserts that the + 1 point per caster level is included with the die roll when multiplying by 1.5.

Oh you persuaded me about that. But now you are not willing to use that argument about similar issue. The 50% more damage can be used for tentacles and suddenly its not what description meant. This is my entire point, that your explanations for different matters aren't consistent.



#316
Shadooow

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Furthermore, the question was if there is going to be done anything with this matter on wiki. If you are saying it is a gray area that cannot be proved then neither of the explanation should be used - currently it suggest that its correct not to empower the variable, numeric durarion of the spells effects.



#317
WhiZard

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Oh you persuaded me about that. But now you are not willing to use that argument about similar issue. The 50% more damage can be used for tentacles and suddenly its not what description meant. This is my entire point, that your explanations for different matters aren't consistent.

 

Where is my inconsistency.

 

I have stated that the 3.5 Evard's when empowered, deals (1d6 + 4) * 1.5  damage.

 

I have stated that the 3.0 Evard's when empowered has the total tentacles (with caster level) multiplied by 1.5.

 

I have noted that because the 1d6 base damage of the 3.0 Evard's was still in the spell description it was within the "grey area" to multiply the tentacle's base damage by 1.5.  I do not myself support this interpretation, but leave it as an open possibility.

 

Similarly the 2d10 rounds within regeneration might be multiplied by 1.5 if you feel so inclined, (still "grey area") with the net result of making the 3.0 spell take longer to heal a lost body part.



#318
Shadooow

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Where is my inconsistency.

 

You have stated that empower is meant to affect also bonus to the damage coming from the caster level, because you haven't yet seen a instance in description, where the +1 per caster level behaves differently.

 

Fine, and I haven't seen an instance in description that would exclude the duration of the spell effect (such as Color spray or Stinking cloud).

 

In the caster level to the bonus issue youve said, that its therefore means that it should be included to the calculation.

In the spell effect duration, youve said that its therefore gray area and cannot be proofed.

 

This is the inconsistency I am talking about.

 

The FAQ says that the number of missiles in magic missile is not empowered because its not a variable numeric expression and suggest that if it would be then it would be empowered too.

 

The description for the feat lists what this feat is not affecting, and a non-exhaustive list of what this feat can affect. FAQ also states generally this:

 

"The list isn’t exhaustive—you can try to do anything you can imagine your character doing in the game world. The rules in this section cover the most common actions, and they can serve as a guide for figuring out what happens when you try something not in the rules."

 

 

My primary concern was the duration of the spell effects which nwn wiki states it is not a subject to the empowerment and marks NWN spells that does this to be incorrect.

 

 

Note that Im refering to the 3.5 spells descriptions/mechanic for this matter, not the NWN ones - to be clear and avoiding confusion.



#319
WhiZard

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You are mixing two different issues:

 

1) What is a variable numeric value?

 

2) What variable numeric values are subject to being multiplied by 1.5 when empowered?

 

 

1) A variable numeric value is an entire expression for a quantity that is being calculated.  For example, the character channels positive energy that cures 1d8 points of damage +1 point per caster level (up to +5), means that 1d8 + 1 per caster level (caster level capped at five) represents a single numeric value.  For magic missile 1d4 + 1 is a variable numeric value.  One does not jump to the 1d4 see that it is a variable and then later proceed to the one and see that it is a constant and only multiply the 1d4, rather the entire 1d4 + 1 is multiplied.  The expectation from the empower feat description is that the sum total of all damage is multiplied by 1.5 all healing is multiplied by 1.5 and all targets is multiplied by 1.5 because this total is what DnD will commonly use as a numeric value within spells.

 

2) There are several variables that do not fit into any of the explicit categories for which one must or must not multiply the value by 1.5.  Duration, probability, creature statistics (e.g. 3.0 Evard's base damage), weapon buffs, etc. may be argued back and forth whenever a variable numeric value from them enters into the spell description.  Decisions made on these can vary, as few guidelines are ever given.  There are circumstances where empowering doesn't make sense (for example would empowering 3.0 harm leave the affected creature at (1d4) * 1.5 remaining hitpoints?), and other circumstances where a mixed blessing seems counter-intuitive (e.g. would empowering regenerate increase the time it would take to reform the body part (2d10 rounds) while at the same time provide more healing?).



#320
Shadooow

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Yes this is the matter. Obviously some of the numeric, variable effects aren't supposed to be empowered, I didn't argued about that, the description is a guideline that should help with deciding the other unusual cases.

 

 

But specifically, what is the counterargument for not empowering the duration of the spell effects - like the stinking cloud then?

 

Evard tentacles, Bigbi's hands - the damage is an outcome of that object physical attack.

 

3.0 Harm, Regenerate - empowering would have counterintuitive effect

 

But what is the reason for the effect duration or the weapon buff (if some made up spell gave 1d4+1 enhancement bonus) shouldn't be empowered?



#321
WhiZard

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Yes this is the matter. Obviously some of the numeric, variable effects aren't supposed to be empowered, I didn't argued about that, the description is a guideline that should help with deciding the other unusual cases.

 

 

But specifically, what is the counterargument for not empowering the duration of the spell effects - like the stinking cloud then?

 

Evard tentacles, Bigbi's hands - the damage is an outcome of that object physical attack.

 

3.0 Harm, Regenerate - empowering would have counterintuitive effect

 

But what is the reason for the effect duration or the weapon buff (if some made up spell gave 1d4+1 enhancement bonus) shouldn't be empowered?

 

I have seen these areas argued both ways.  The meaning to the "etc." that DnD used was probably "things of that ilk."  For example, if we can empower the number of targets, shouldn't we also the number of missiles?  If we can empower damage and healing shouldn't we also ability increases and decreases?  For the most part DnD seems to have left the remainder untested in a sort of "do what you will" philosophy.  I have seen probability empowered (not that I support it) with some rather nifty effects.  For example, with dismissal 3.0, there is a 20% chance (2 outcomes of  a d10) of sending the creature to a different plane than its own.  Empower that to 30% (1.5 * 20% which becomes 3 outcomes of a d10) and the spell can be a bit more manipulative.  Maximize that (100%) and you have a full guarantee of giving the creature an unseemly fate.  Not everyone tries to empower or maximize probability, and some are opposed to maximizing and empowering durations because of the overlapping with extend spell (notably though the variable durations within spells usually do not occur on the "Duration:" line but in the spell description proper, so another interpretation is to only allow extend spell to have influence over the "Duration:" line).  I would think that if any consensus would be made on empower and durations it must also be made as to its interrelationship with extend and durations.

 

As for 3.5 Evard's and Bigby, I don't interpret these as creatures, but as magical apparitions emulating creatures (which is why they cannot be attacked normally or damaged normally).  Empowered magic means a more powerful apparition.



#322
Shadooow

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Empowering/maximizing probability is stupidity. Nobody with at least bit of sense would have do that. 25% is not d10 == 1-2 and its not even an effect of the spell.

 

Again, the duration of the spell has nothing to do with the duration of the effect. There is no overlapping with Extend spell because the spell duration is round/level for which the cloud remain in place. Extend spell does NOT affect the duration of the spell effects.

 

Rather be more clear.

 

There are two durations.

 

The duration of the spell (written in the Duration: line in the spell information box).

 

and

 

The duration of the spell effects (written in the description such as the cloud paralyzes victim for 1d6 rounds)

 

 

Now check the Extend spell description: "An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat."

 

This is absolutely clear. It makes the spell last longer, the cloud in the case of stinking cloud. It doesnt states anything about spell effect duration AND given it mentions it excludes spells with instant duration (Color spray) that should give a good insight even for the most dull peoples.

 

The empower on the other hand says (in its NWN description - note this is missing in any DnD version) that it doesnt affect the duration of the spell. Which is the first case.



#323
WhiZard

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But the other interpretation of extend spell is that if the spell does not have a duration of concentration, instantaneous, or permanent, than anything about the spell can be extended duration-wise (that is enduring spells create enduring effects).  This interpretation does lead to an overlap from the what empower can do at most and what extend can do at most.

 

As for probability I agree with you but for different reasons. Still, I am demonstrating the breadth of interpretation that empower spell has leant itself to due to the lack of clarification from DnD.



#324
MagicalMaster

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Real life can really suck sometimes.

 

I wrote enough on the CPP, I stopped the edvertisement because I was told its embarrasing and nobody cares.

 

And what does this have to do with my question?  I asked you to sum up, in a few sentences, the main benefits of using your patch.  I could easily do that for CEP/Project Q/NWNX/NWNCX/NWNTX/etc.  Imagine I'm a new player and don't know much -- simply saying "It fixes a lot of bugs" doesn't tell me much because I don't know if the bugs being fixed are actually problematic.

 

Pretend that, hypothetically speaking, Prayer actually lasted for caster level + 1 rounds by accident -- fixing that bug is basically irrelevant.  It's not going to make a difference for anyone.

 

People want concrete major benefits for doing something like installing your patch -- you don't need to list everything, you just have to list some big stuff to make them think "Yeah, it would definitely be worth it to install Shadow's patch."

 

Of course, then there are peoples like you who do believe that they are better fixing everything themselves when they find that issue. Or that they already have everything and don't need anything from CPP at all.

 

When did I indicate I thought I was better at fixing everything myself?  And the entire reason I asked my question was that I DON'T assume I have everything I need -- hence why I asked for a summary of the benefits your patch gives!

 

Still, due to the fact that I still believe the dice/only empower behavior is more balanced and preffered, I will add a new module switch that enforces it without need to recompile spellscripts and adding them into module/override/hak. That way I think the both camps will be satisfied.

 

Appreciated.

 

P.S. I'd say Empowered Evard's would have the same number of tentacles that do 1.5 times normal damage.  In other words, you're conjuring Empowered versions of the tentacles -- just like you would summon an Empowered version of a Bigby hand or Empowered version of Magic Missiles/IGMS.  All four are the creation of a spell.  Yes, the tentacles have to make an attack to deal damage -- but Bigby also has an attack and something like Inflict Wounds has an attack as well and essentially in the same category for practical purposes.

 

It's silly that you can Empower/Maximize Undeath to Death but presumably that's because the spell is already (theoretically) fatal and thus the only way to Empower/Maximize the effect is to make it affect more enemies.



#325
Omnifarious'

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This is totally unrelated but here it goes 

 

 

 

 

do you know of a script that will reset variables on a player charachter even after a server crashes heres what i got in my OnClientEnter Event script under module properties im trying to make quest updates stay on the PC even after a reset so far it works if a players logs out and comes back in but not when i reset the server when i reset all quest progress is lost PLEASE HELP WITH SUGAR ON TOP lol

 

 

// Place in OnClientEnter

// Will store each ability score as:

// ABILITY_0 = STRENGTH

// ABILITY_1 = DEXTERITY

// ABILITY_2 = CONSTITUTION

// ABILITY_3 = INTELLIGENCE

// ABILITY_4 = WISDOM

// ABILITY_5 = CHARISMA

void main()

{

    object oPC = GetEnteringObject();

    if(!GetIsPC(oPC)) return;

    int i,iAb;

    for(i=0; i<6; i++)

        {

        iAb = GetAbilityScore(oPC,i);

        SetCampaignInt("STATS","ABILITY_"+IntToString(i),iAb,oPC);

        }

 

 

 

{

    object oPC = GetEnteringObject();

    if(!GetIsPC(oPC))return;

    int i,iQuest;

    for(i=1; i<6; i++)

        {

        iQuest = GetCampaignInt("QUEST_STATUS","QUEST_1"+IntToString(i),oPC);

        SetLocalInt(oPC,"QUEST_1"+IntToString(i),iQuest);

 

 

 

 

        }

 

{

 

object oPC = GetEnteringObject();

 

if (!GetIsPC(oPC)) return;

 

int nInt;

nInt = GetGold(oPC);

 

SetLocalInt(oPC, "PlayerGold", nInt);

 

nInt = GetHitDice(oPC);

 

SetLocalInt(oPC, "PlayerLevel", nInt);

 

}

}

}