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BD makes a lot of changes to make this armor really restricted to Keldorn. The unusability flags have been addressed elsewhere; this is just a change for the last bits.

 

// adds min stat requirements to Keldorn's armor
COPY_EXISTING ~NPPLAT.ITM~ ~override~
 WRITE_BYTE 0x2a 2  // min int
 WRITE_BYTE 0x2e 16 // min wis
 BUT_ONLY_IF_IT_CHANGES

 

I believe the INT change from 12 to 2 is to allow Keldorn to take a mindflayer int drain without losing use of his armor. Neither of these are strictly bugfixes, but I think we should include them. Thoughts?

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I believe the INT change from 12 to 2 is to allow Keldorn to take a mindflayer int drain without losing use of his armor.

That's not exactly necessary, is it? He'll only have a problem if he takes off his armor and tries to put it back on while he's Int drained, and that would be a low-Int thing to do.

 

Weapons are trickier.

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I don't agree that stat drains shouldn't affect usability (if a particular item is tailored to you, and your stats drop, why would you still be able to use that item?). Whatever.

 

Make sure you check the Harper Pin (it should only be usable by Harpers = Jaheira). I'd also suggest setting the price of NPC items to 0 so you can't sell them.

 

EDIT: and don't bother setting the INT on anything. If you have 2 INT, you're going to die soon, and I doubt you'll have time to fidget with your equipment.

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That's not exactly necessary, is it?  He'll only have a problem if he takes off his armor and tries to put it back on while he's Int drained, and that would be a low-Int thing to do.

Or if he levels up.

 

I don't agree that stat drains shouldn't affect usability (if a particular item is tailored to you, and your stats drop, why would you still be able to use that item?). Whatever.

But only in engine terms is it restricted by stats. In the game world, it's just something only Keldorn or whoever can wear, and stats don't come into it.

 

Is there a problem with the "Can't Use Item" effect (like it not working at all)?

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Surely it would only need to be applied to creatures which can actually join the party?

 

It would be easy to do using the dplayer scripts, and it's also possible without as well. So please, don't rely on crappy stat restricting :bday:

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Good point. Even beyond that, we would really only need to apply them to CHARBASE--none of the Bio NPCs can use the items for other NPCs. We could drop the stat requirements altogether. We should still set all of the appropriate unusability flags, though, since can't use item effects do not turn items red like the unusability flags.

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I would agree, with a caveat. Does an equipped item that becomes unusable (say, stat drain) still confer benefits to the wielder/wearer? I.e. does Keldorn's armor provide AC if he is INT-drained and the armor tunrs red (unusable) though it is still in the armor slot?

 

If the benefits remain, then stat requirements won't really interfere with anything. Otherwise I think we're in a situation where we're cutting off the nose to spite the face--Keldorn losing the benefit of his armor for the sake of restricting others from it when we have another viable and reliable (though admittedly not as seamless) solution seems a bit silly.

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I would agree, with a caveat. Does an equipped item that becomes unusable (say, stat drain) still confer benefits to the wielder/wearer? I.e. does Keldorn's armor provide AC if he is INT-drained and the armor tunrs red (unusable) though it is still in the armor slot?

Red items are unequiped on level up. (As part of the handling of dual-classing.)

 

Also, somebody should add de-gaying of NPC-specific items to their mod (like letting anybody use them, or having them undroppable, or something).

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Also, somebody should add de-gaying of NPC-specific items to their mod (like letting anybody use them, or having them undroppable, or something).

 

Consider it considered.

Anyone have a handy list of NPC specific items?

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