Senior Member
Join Date: Jun 2007
Location: Earth (Sol III)
Posts: 105
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I've tried increasing the strength in the "Adjustments" tab but it maxes out at 20.
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#1 |
Senior Member
Join Date: Jun 2007
Location: Earth (Sol III)
Posts: 105
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Anyone?
. . . Bueller? |
#2 |
Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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Isn't there a RAW cap on stats in 5e?
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#3 |
Senior Member
Join Date: Jun 2007
Location: Earth (Sol III)
Posts: 105
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Magic (such as a potion of Giant Strength) should override that
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#4 |
Senior Member
Join Date: Jul 2014
Posts: 412
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Quote:
Disclaimer: This is all speculation on my end. |
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#5 |
Senior Member
Join Date: Jun 2007
Location: Earth (Sol III)
Posts: 105
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It seems that this functionality should be built into the base system since Potions of Giant Strength are a part of the core rules. Since I know nothing of modding the scripts or anything, I'll stand by this statement.
Last edited by vardeman; September 3rd, 2017 at 10:10 AM. Reason: Added text |
#6 |
Senior Member
Join Date: Jul 2014
Posts: 412
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Oddly all the potions I see available are Potions of TYPEOFGIANT Giant Strength and each lists a description of what it does, but no eval scripts exist in any of them. If a solid potion of giant strength is floating around in the data files somewhere maybe it does, but I have yet to spot it.
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#7 |
Senior Member
Join Date: May 2016
Posts: 608
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Oddly enough, the editor doesn't allow for an activation on potions either, so any script you might add isn't an obvious fix.
I did the following and created copies of those potions to get the effect you wanted for myself - this is what I did: - added to Fields: Field ID: actName Value: Potion of Hill Giant Strength - added to Tags Group ID: User Tag ID: Activation Name: <left blank> Abbrev: <left blank> - put in eval script running at Pre-Levels 10000 (as a Belt of Hill Giant Strength) Code:
doneif (field[abilActive].value = 0) ~it doesn't specifically say, but I assume this item allows you to break ~the normal max limit of 20 on strength hero.child[aSTR].field[Minimum].value = maximum(hero.child[aSTR].field[Minimum].value,21) hero.child[aSTR].field[aMaxValue].value = maximum(hero.child[aSTR].field[aMaxValue].value,21) |
#8 |
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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The approach LW usually takes is to have "Spell Adjustments" that you apply on the Adjust tab. Then you can build the spell script logic once and its used if the spell comes from a Wand, Potion, Magic item, or spellcaster.
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#9 |
Senior Member
Join Date: Jun 2007
Location: Earth (Sol III)
Posts: 105
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That would be wonderful. I'd do it myself, but I have never modded this program and don't even know where to start.
Last edited by vardeman; September 4th, 2017 at 01:20 PM. |
#10 |
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