Andyr Posted November 17, 2004 Share Posted November 17, 2004 <StoplightRed> is there a module floating around that makes the drow equipment not disintegrate in daylight? Since it's done by script, it should be pretty easy. I haven't tested this but something along the lines of: COPY_EXISTING ~AR2500.BCS~ ~override/AR2500.BCS~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~IF Global("DROWITEMCHECKDONE","GLOBAL",0) THEN RESPONSE #100 MultiPlayerSync() SetInterrupt(FALSE) Wait(1) Continue() END~ ~IF Global("DROWITEMCHECKDONE","GLOBAL",0) THEN RESPONSE #100 SetGlobal("DROWITEMCHECKDONE","GLOBAL",1) END~ COMPILE_BAF_TO_BCS Or something along those lines. Perhaps item descriptions would need to be updated too then... Link to comment
igi Posted November 17, 2004 Share Posted November 17, 2004 Perhaps it might be better to EXTEND_TOP with something like IF Global("DROWITEMCHECKDONE","GLOBAL",0) THEN RESPONSE #100 SetGlobal("DROWITEMCHECKDONE","GLOBAL",) END Then you dont have to reply on replacing something which may not exits. Link to comment
CamDawg Posted November 18, 2004 Share Posted November 18, 2004 I'm inclined to pass on this one. This really bypasses tweak and goes straight to cheat, don'cha think? Link to comment
Stoplight Red Posted November 18, 2004 Share Posted November 18, 2004 No worries, Cam. And yeah, it definitely is a cheat. But if you are going to cheat, then go for the gusto, yeah? Link to comment
Fallen_Demon Posted November 18, 2004 Share Posted November 18, 2004 maybe it should have a cheat note in the component name. Link to comment
hlidskialf Posted November 18, 2004 Share Posted November 18, 2004 The only way I can see this going from cheat to tweak, would be to add a timer before the disintigration happens. In PnP I believe it takes weeks to months before the items disintigrate once exposed. However, in the game it's only a matter of appearing on the surface. Adding a random timer to change it to X days, would make things somewhat more interesting. (Imagine being in the middle of a major battle, and having your wicked drow scimitar crumble to dust...) Just my 2 copper's worth. Oh, and Andyr, there have been OODLES of such mods, just never one done in a modern method. (ie. File changes instead of file replacement.) Link to comment
Andyr Posted November 20, 2004 Author Share Posted November 20, 2004 Perhaps I'll do the timer thing and bug Cam to include it then. And Igi: Yeh, that'd be a lot simpler, actually... Link to comment
CamDawg Posted November 22, 2004 Share Posted November 22, 2004 The simplest way would be to run a check once per hour/day/week with weighted script response blocks for destruction. Any suggestions? 5% per day? 1% per hour? 75% per minute? Link to comment
Andyr Posted November 22, 2004 Author Share Posted November 22, 2004 5% per day sounds good to me. Significant, but not certain. Link to comment
Caedwyr Posted November 22, 2004 Share Posted November 22, 2004 Would it be possible to have the percentage increase as time passes? So 5% the first day, 10% the second, 15% the third, etc. Or whatever the official rate of deterioration (if it exists and someone cares enough to look it up.) Link to comment
CamDawg Posted December 23, 2004 Share Posted December 23, 2004 And this is coded as well. Drow items will disintegrate over time with a greater chance to disintegrate as time passes. The armor and weapons also have a small chance (1%, same as the stuff I coded for Tutu Fixpack) to break every time they're used in combat. Incidentally, this will also be spun off into a Tutu Tweak--if nonmagical iron weapons can break, so can nonmagical iron armor, shields, helms... Link to comment
Bri Posted December 23, 2004 Share Posted December 23, 2004 Incidentally, this will also be spun off into a Tutu Tweak--if nonmagical iron weapons can break, so can nonmagical iron armor, shields, helms... There were some alternate rules to allow for the breakage of armor in pen and paper, so this would work. Link to comment
CamDawg Posted December 23, 2004 Share Posted December 23, 2004 Well, my thought is really to address the discrepancy of how BG handles the iron crisis in the story. Nonmagical iron weapons regularly break due to the tainted iron, but nothing averse ever happens to nonmagical iron armor, shields, or helms. Adding breakable stuff on general principle is easily doable, but it's one of those tweaks that would likely cause most players to simply growl and reload. I'm aware most folks probably wouldn't use the Tutu armor/helm/shield tweak for the same reason but I like it as it closes a plot hole. Link to comment
hlidskialf Posted December 24, 2004 Share Posted December 24, 2004 For the record BP-BGT does the whole "Weapon/shield/armour" breakage thing. It's both satisfying and annoying at the same time. It's appealing from the roleplay standpoint. Having your shield trashed in the middle of melee is bang on. It also is a strain on finances to occassionally not be able to sell that armour you found. Additionally I enjoyed the odd time of being forced by necessity to use a character's secondary profs since those were the only replacement weapons available. As an "optional" component I heartily recommend it for us RPG-loving types. Link to comment
CamDawg Posted December 25, 2004 Share Posted December 25, 2004 For the record BP-BGT does the whole "Weapon/shield/armour" breakage thing. How come I always learn stuff like this after I've coded something? Link to comment
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