• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Personal Project and Challenge

CptCoots

Well-known member
I am currently undertaking reworking all the MiC weapon and armor enchants because there is ambiguity, a lack of synergy requirements being enforced, and some wrong costs. If someone has already fixed this then why haven't you sent it to the community repository!?! and Stop me and send me the files :D.

On a different note I want to do something that is 1-part ego and 1-part personal challenge.

If you saw the thread on Arcane Thesis I like tackling crap and eventually completed Lord Magnus' Incantatrix PrC. Thus I'd like to take this opportunity to ask for challenges. We often ask for help on things we're trying to do, but sometimes we don't know where to start. I'd like to take on a request from the user community at least 1/week.

So, reply to this post and ask for me to implement some race, feat, class, item, etc... and then, if there is a bunch of requests, I'll pick one and attack it. That is all, and I hope this is fun for others in addition to me.
 
Your MIC project is one I actually planned on starting myself, but I haven't done much yet. I did condense all the MIC stuff into one file, though, and there were a few items with script updates since the last release. I will provide you with the file tomorrow so that you can do all the editing you want there and it will be easier to add to community set. If your hurting for other projects, I'm sure I could come up with a few. :)

Update: So apparently the file is too large to attach to the message board. I can email you the file if you prefer. My email address is my username at gmail.
 
Last edited:
Magic Item Compendium Work

Working on the Magic Item Compendium Port as something of a quality control and maybe being able to figure a few things out.

So far I've only gone through the Armor Enchantments (Item Powers a la Hero Lab) mostly because I sat on the file for a while and just started working on it today. I'm going to attach a .zip file for it (sipped because it is 1.8MB) so people can tinker around with it and see if I screwed anything up. I'll be using this entry in the thread to keep you up to date on what has happened.

8/14/2013: Armor related Item Powers.
 

Attachments

Change Log:

Change Log
Armor Enchantments:
There were quite a few things wrong with how the Item Powers for Armor were handled, and I think the Item Powers for Weapons is going to be worse. Even though the item being enchanted is the container and Containerreqs seem to be the logic type to use for things like "metal armor only" I avoid Containerreq because then the item power does not show up and it may leave a user to wonder why. Instead I use Pre-reqs.

1) Most enchantments were able to be added many times, despite only being allowed to be added once. This has been fixed for all armor related Item Powers.

2) Some enchantments may only be added to either armor or shields. This has been added for applicable enchants.

3) I implemented the Synergy mechanic from the MiC for all the listed enchants within the text (Anchoring, Balance, Blurring, Healing, and Stamina). I also did this for Energy Resistance, Fortification, Shadow, Silent Moves, Slick, and Spell Resistance "chains". These Synergy versions, marked [Syn], replace the stock versions.

4) Removed Shadow and Wild as they were needless duplicates.

5) Fixed the names of Blinking, Easy Travel, and Styptic.

6) The following enchants now add their relevant bonuses: Agility "chain", Balance "chain", Bouyant*, Commander, Deepdweller*, Ghost Ward (compliant to not stack with Gnomish Twist Cloth with Exotic Armor Proficiency), Nimbleness, Quickness, Roaring, Stamina "chain", and Twilight.
(*: known error if both are used on same item)

7) Several enchants had their applicability to items reduced via Pre-reqs. Blueshine now is only applicable to metal armor, Dragondodger and Mobility is now only applicable to light armor, and Ranged excludes Tower Shields.

8) I made four flavors of Energy Defense (Acid, Cold, Electiricty, and Fire) even though Sonic is sometimes counted as energy I omitted it.

9) I added Fearsome.
 
Last edited:
Known Bugs

Known Bugs:

1)Deepdweller and Bouyant will absolutely break your swim checks when used together (actually negating AC penalty and then adding twice as much as a bonus). This is because I used the same method for both:

doneif (container.parent.field[gIsEquip].value = 0)

hero.child[kSwim].field[BonComp].value = maximum(hero.child[kSwim].field[BonComp].value, 2)

var mod as number
mod=2*container.parent.field[mArmorChk].value

hero.child[kSwim].field[Penalty].value -= mod

Possible fix - Nothing that can be really comprehensive will all items that may allow you to ignore AC penalty to swim. Considering that insight bonus to swim is probably rare at best we could use this field.

2) Easy Travel has hacked its way through MOST of the encumbrance related tags and fields, but penalties for Medium Load are still being assessed. :(

Possible fix - have the item edit the encumbrance table directly?

3) Mobility cannot add the feat nor an appropriate special ability. See Future Work...

4) There are two versions of Manifester and I have no idea why.
 
Last edited:
Future Work:

1) Investigate how ability text is added to weapon or armor and fine a more streamlined format. The current dump of information makes a weapon's abilities unreadable if it has more than a few, especially with Synergy.

2) It would be nice if I could figure out how to make Special abilities work with Item Powers. This would be useful for things like Mobility, Spell Resistance, Energy Resistance, damage reduction like Axeblock, & for the plethora of abilities that have charges. Furthermore, it could make things like Variable have an associated pull down menu where shields could be selected and statistics changed automatically.

3) Need to figure out a way to bootstrap the shield weapon statistics for Ranged so they show up in the applicable place (i.e., where the weapons are).
 
Last edited:
Known Bugs:

1)Deepdweller and Bouyant will absolutely break your swim checks when used together (actually negating AC penalty and then adding twice as much as a bonus). This is because I used the same method for both:

doneif (container.parent.field[gIsEquip].value = 0)

hero.child[kSwim].field[BonComp].value = maximum(hero.child[kSwim].field[BonComp].value, 2)

var mod as number
mod=2*container.parent.field[mArmorChk].value

hero.child[kSwim].field[Penalty].value -= mod

Possible fix - Nothing that can be really comprehensive will all items that may allow you to ignore AC penalty to swim. Considering that insight bonus to swim is probably rare at best we could use this field.

2) Easy Travel has hacked its way through MOST of the encumbrance related tags and fields, but penalties for Medium Load are still being assessed. :(

Possible fix - have the item edit the encumbrance table directly?

3) Mobility cannot add the feat nor an appropriate special ability. See Future Work...

4) There are two versions of Manifester and I have no idea why.

I know this is old, but I wanted to revisit it in case you are still working on it.

1) You might consider a doneif on one of these that looks for the other. For example, on Deepdweller, put a doneif that looks for Buoyant on the weapon...if it exists, don't implement the script.

2) Thinking we can change the hero tag if encumbrance is medium. Not sure how to check for it. Normally you would check the tag, but if you intend to delete that tag, that may cause issues.

3) Still not sure about this one.

4) One is for armor, one is for weapons.
 
Back
Top