CamDawg Posted February 6, 2004 Author Share Posted February 6, 2004 I chose to make them 1-handed as doing weird things like 1-handed Spears (or people casting Spiritual Weapon making a 2-handed weapon with a shield equipped) will cause crashes. It's not ideal, but personally I think it is the best way. It also allows the Cleric to un-equip the weapon, if need be. I don't understand: you mean the one you've created is already one-handed? A one-handed spear with a one-handed animation (i.e. not spear) will not crash the game, BTW. Other magically-created weapons can't be unequipped and they're disspellable, so I'm not sure why kit clerics and their spiritual weapons should be any different. Link to comment
Andyr Posted February 6, 2004 Share Posted February 6, 2004 No, I haven't made a spear yet. Just thinking ahead. Link to comment
CamDawg Posted February 6, 2004 Author Share Posted February 6, 2004 Consensus time--1H spear created in magical weapon slot or 2H spear created in inventory? (I'm sorry, Andyr, I'm not trying to undo your work, promise!) Case for One-Handed Spear Consistent with other magically-created weapons Can only be wielded by caster No chance of dropping items out of inventory Can be disspelled Does not need to be equipped after casting Can not be unequipped Case for Two-Handed Spear Doesn't need screwy animation compromise True to Deity weapon Can be (un)equipped at will Not disspellable Link to comment
Andyr Posted February 6, 2004 Share Posted February 6, 2004 Heh, that's ok. I vote for 2-handed. Link to comment
Grim Squeaker Posted February 7, 2004 Share Posted February 7, 2004 Out of interest do many of them have 2handed spirit weapons? Link to comment
Andyr Posted February 7, 2004 Share Posted February 7, 2004 Talos, Velsharoon, Umberlee... A few others. Most are 1-handed, though. Link to comment
Grim Squeaker Posted February 7, 2004 Share Posted February 7, 2004 Talos, Velsharoon, Umberlee... A few others. Most are 1-handed, though. We could just edit them accordingly... but I don't really wanna do that unless necessery. Link to comment
CamDawg Posted February 7, 2004 Author Share Posted February 7, 2004 Forgot an obvious option three: substitute a one-handed weapon for two-handed spiritual weapons. Link to comment
Andyr Posted February 7, 2004 Share Posted February 7, 2004 My vote still goes with 2-handed droppable weapons. Link to comment
Grim Squeaker Posted February 7, 2004 Share Posted February 7, 2004 Forgot an obvious option three: substitute a one-handed weapon for two-handed spiritual weapons. Halberd = Axe Spear = Sword of some kind Staff = Club/Mace Link to comment
CamDawg Posted February 7, 2004 Author Share Posted February 7, 2004 I am in need of two resources from y'all (if anyone has them): * Info on 2e spells * List of existing BG2 priest spells and their spheres (I think NiGHTMARE posted this somewhere already, but I can't find the link) Link to comment
NiGHTMARE Posted February 7, 2004 Share Posted February 7, 2004 There are numerous spells that can be relatively quickly and safely (i.e. you don't have to bother converting 3E->2E rules, because they are 2E) obtained from IWD1: HoW Level 1 - Curse (called Bane in 3E/IWD2), Sunscorch Level 2 - Alicorn Lance, Beast Claw Level 3 - Cloudburst, Exaltation, Mold Touch, Moonblade, Prayer, Spike Growth, Storm Shell Level 4 - Blood Rage, Giant Insect, Produce Fire, Recitation, Smashing Wave, Star Metal Cudgel, Static Charge, Thorn Spray, Unfailing Endurance, Wall of Moonlight Level 5 - Animal Rage, Righteous Wrath of the Faithful, Shield of Lathander, Spike Stones, Undead Ward Level 6 - Entropy Shield, Spiritual Wrath, Whirlwind Level 7 - Greater Shield of Lathander, Impervious Sanctity of Mind, Mist of Eldath, Stalker, Symbol of Hopelessness, Symbol of Pain If we spend a bit of extra time converting the IWD2 spells to 2E rules (level 8 and 9, for example, obviously don't exist in 2E/BG2), we could also have: Level 1 - Faerie Fire, Frost Fingers Level 2 - Bull's Strength, Ice Blade, Minor Elemental Barrier, Rainstorm, Remove Fatigue, Spell Shield Level 3 - Blindness, Circle of Bones, Contagion, Halt Undead, Ice Blade, Magic Circle Against Evil, Snakebite, Tortoise Shell Level 4 - Dismissal, Giant Vermin, Recitation, Level 5 - Healing Circle, Ice Storm, Smashing Wave, Static Charge, Wall of Fire Level 6 - Banishment, Divine Shell Level 7 - Aura of Vitality, Destruction, Elemental Barrier, Sunbeam (I'm not sure if this is the same as Sunray or not) Level 8 - Antimagic Field, Holy Aura, Mass Heal, Tremor (I'm not sure if this is the same as Earthquake or not) Level 9 - Elemental Legion, Shambler Link to comment
CamDawg Posted February 7, 2004 Author Share Posted February 7, 2004 I need a day off from Delainy, so I thought I would give work on the cleric rebalancing component. Progress so far: * Trueclass clerics no lnger have access to these spells * Added Summon Insects, Dolorous Decay and Creeping Doom for trueclass clerics * Imported some of the IWD priest spells Link to comment
CamDawg Posted February 7, 2004 Author Share Posted February 7, 2004 Selune kit is almost done. Need to create a few more spells when I get back from some errands. Link to comment
Grim Squeaker Posted February 7, 2004 Share Posted February 7, 2004 Selune kit is almost done. Need to create a few more spells when I get back from some errands. You rock! Link to comment
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