subtledoctor Posted May 4, 2015 Author Share Posted May 4, 2015 Already done, many years ago. Why do you think I gave this aura to Enchanter, so he could Disintegrate better? Ha ha, okay I guess I should have looked before I typed! Still it might not be a bad idea to break it out as another mod template, so any player can easily change things if they want to. Also is Wands ever used? If so, how? Link to comment
kreso Posted May 4, 2015 Share Posted May 4, 2015 Still it might not be a bad idea to break it out as another mod template, so any player can easily change things if they want to. I agree, yes. Also is Wands ever used? If so, how? I'm not sure I understand. If you mean "does SCS AI use Wands", yes. Not often tho (iirc the one I'm sure of is BG1 Iron Throne cleric - Flamestrike wand). Link to comment
Jarno Mikkola Posted May 4, 2015 Share Posted May 4, 2015 Also is Wands ever used? If so, how?I'm not sure I understand. sd wants to ask if the save vs. Wand is used by a specific spells, or is it just wand items, and if so, do they all use that or is it specific wands and so on... Link to comment
subtledoctor Posted May 4, 2015 Author Share Posted May 4, 2015 Yeah sorry meant saving throws vs. Wands. I generally consider that saves vs Spells are to resist a pure, direct magical effect (something like Will checks in later/other editions) and saves vs Breath Weapon represent dodging an AoE, and saves vs Death are to do with vitality, and saves vs Polymorph/Petrification are to resist transformative effects... but what does a save vs Wands/Staffs/Rods represent? Is it just any effect that comes from a wand? Should there be a different saving throw for a Fireball cast as a spell vs a Fireball cast from a wand?? Seems silly. Link to comment
kreso Posted May 4, 2015 Share Posted May 4, 2015 Yeah sorry meant saving throws vs. Wands. I generally consider that saves vs Spells are to resist a pure, direct magical effect (something like Will checks in later/other editions) and saves vs Breath Weapon represent dodging an AoE, and saves vs Death are to do with vitality, and saves vs Polymorph/Petrification are to resist transformative effects... but what does a save vs Wands/Staffs/Rods represent? Is it just any effect that comes from a wand? Should there be a different saving throw for a Fireball cast as a spell vs a Fireball cast from a wand?? Seems silly. Aha. Wand save is rarely used. I agree that using different save for a wand fireball and a mage book fireball is silly. I don't like Wands behaviour much (IR or not), spells don't get patched correctly due to naming conventions, Spell Deflection doesn't block them properly anymore yada yada. In short, I prefer Wands (and other items with magical ability) to cast *real spells*. I put high value on consistency in my game. If it's named Wand of Fire and has a spell named Fireball, it will be the very same Fireball my wizard can cast. I'd use Wand/Rod save on weapon effects (Ages, Celestial Fury, etc, since I don't like spells save there (this doesn't include vorpals however, Death is ok for them since.....they cause death ). I recommended it to Demi some (long) time ago, I can't remember what he said about it. I think it would be nice that this save has some value, if only for the AI (bar Koshi I guess). Link to comment
subtledoctor Posted May 6, 2015 Author Share Posted May 6, 2015 Still it might not be a bad idea to break it out as another mod template, so any player can easily change things if they want to. I agree, yes. ...Aaaand, here you go: https://dl.dropboxusercontent.com/u/86011511/SaveMod.zip (It's not perfect, but it's a template that can be used for this purpose. Right now it sets every spell that offers a save, to use a save vs. Wands. They can be changed quickly and easily by editing /savemod/spells/save_list_base.tpa. I didn't bother to make an SR-specific list this time, but if SR changes any spells to give a saving throw, they can be added to the list. Cheers. Link to comment
subtledoctor Posted May 22, 2015 Author Share Posted May 22, 2015 Incidentally, I've released my wizard kits, plus a saving throw standardization component like the one above for people without SR, or who want to easily tinker with saves after SR is installed. http://gibberlings3.net/forums/index.php?showtopic=26838&page=4&do=findComment&comment=235796 Final description of the specialist kits is here: http://forums.beamdog.com/discussion/comment/637239/#Comment_637239 Link to comment
kreso Posted May 22, 2015 Share Posted May 22, 2015 Eh, I've tested that "savemod" - it's great. Very neat. If I ever get the time (maybe even today!) I'd definitely patch traps to behave sensible (breath for elements, death for Fingers, petrification for mmm...petrification/disintegration etc). Link to comment
subtledoctor Posted May 22, 2015 Author Share Posted May 22, 2015 Interesting. I have no idea how traps work. Do they just cause custom .SPLs to be cast? If so, then you could just add those .SPL files to the list. I even have this working on items that cause effects - like, I added a save vs. Death to vampire level drain. Link to comment
kreso Posted May 22, 2015 Share Posted May 22, 2015 Interesting. I have no idea how traps work. Do they just cause custom .SPLs to be cast? If so, then you could just add those .SPL files to the list. I even have this working on items that cause effects - like, I added a save vs. Death to vampire level drain. It's done already. I'll upload it in a minute. Yeah, traps are just spells. Link to comment
kreso Posted May 22, 2015 Share Posted May 22, 2015 Here it is. Link. - things altered: Innates: Abazigal Shockwave - breath Hive Mother disintegrate - petrification Vortex Web - breath Lightning bolt (beholder) - breath Plant Growth - breath Death Knight Fireball - breath Celestial bolt () - breath, does electric damage Beholder gas spore (??) - breath, electric Hell Hound Breath - breath Beholder Paralyzation - death Beholder Finger of Death - death Golem Slow - petrification Beholder disintegrate - petrification Beholder slow - petrification Beholder Lightning - breath Beholder paralyzation - death And traps: - fireball - breath - lightning - breath - detonation arrow - breath - minor lightning - breath Install this after SCS. I don't know if SCS makes new spl resources for beholder rays (it makes them have spells save), I'll check it out later since I don't have SCS installed. If it does, I'll put them in code as well. Link to comment
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