pro5 Posted October 14, 2006 Share Posted October 14, 2006 Small Shield +2 description: (SHLD28.ITM) STATISTICS: Armor Class Bonus: 3 Special: No Missile Weapon Protection Actually: +3 AC bonus vs All Weapons -2 AC penalty vs Missile Weapons Shield of Harmony description: (SHLD25.ITM) STATISTICS: Abilities: Immunity to charm, confusion, domination, and hold person Armor Class Bonus: 3 Special: No missile Actually: +3 AC bonus vs All Weapons -2 AC penalty vs Missile Weapons Note: all other small shields and bucklers seem to have penalties matching main AC bonus, i.e. Small Shield +1 has: +2 vs All Weapons -2 vs Missile Weapons Probably cut&paste errors again. Link to comment
NiGHTMARE Posted October 14, 2006 Share Posted October 14, 2006 These penalties are what the "No Missile Weapon Protection" part of their description describes. In other words, they gain a bonus vs. missiles from the generic bonus, and then lose it again via the penalty. So the only thing incorrect here is with the Small Shield +2, which actually ends up providing +1 vs missiles (3 - 2 = 1). Given that the Small Shield +1 provides +2 AC, with -2 penalty vs. missiles, I'd say the SS +2 description is correct, and the item is wrong. Link to comment
pro5 Posted October 14, 2006 Author Share Posted October 14, 2006 These penalties are what the "No Missile Weapon Protection" part of their description describes. In other words, they gain a bonus vs. missiles from the generic bonus, and then lose it again via the penalty. So the only thing incorrect here is with the Small Shield +2, which actually ends up providing +1 vs missiles (3 - 2 = 1). Given that the Small Shield +1 provides +2 AC, with -2 penalty vs. missiles, I'd say the SS +2 description is correct, and the item is wrong. Yes, that's what I meant. But if SS +2 is incorrect, then so is Shield of Harmony because it has same bonuses/penalties (look above). I'd also change items - like I said, the mismatches are probably results of copy & paste. Link to comment
pro5 Posted October 14, 2006 Author Share Posted October 14, 2006 Potion of Heroism (POTN09.ITM): "THAC0 bonus" effect should be Target Self instead of TargetPresetTarget. Link to comment
pro5 Posted October 14, 2006 Author Share Posted October 14, 2006 Oil of Fiery Burning (POTN13.ITM): GTU description: Once exposed to air, this oil will immediately burst into flame, inflicting 6d6 points of damage to all within the area surrounding the point of impact, with a save vs. breath allowed in order to reduce the damage by half. The potion can be hurled up to 40 feet, at which point it hits the ground and immediately explodes into a ball of fire. Actually: 3d6 + 3d4 full damage or 3d4 damage if save vs breath Link to comment
CamDawg Posted November 4, 2006 Share Posted November 4, 2006 Potion of Heroism (POTN09.ITM): "THAC0 bonus" effect should be Target Self instead of TargetPresetTarget. No changes are needed here--the ability itself is caster-only, so in this case the 'preset target' will always be self. As for the rest: // small shields granting ac bonus v missiles and should not COPY_EXISTING ~shld25.itm~ ~override~ // shield o' harmony ~shld28.itm~ ~override~ // small shield +2 READ_LONG 0x6a "fx_off" READ_SHORT 0x70 "fx_num" FOR (index = 0; index < fx_num; index = index + 1) BEGIN READ_SHORT ("%fx_off%" + ("%index%" * 0x30)) "opcode" READ_BYTE ("%fx_off%" + 0x08 + ("%index%" * 0x30)) "flag" PATCH_IF (("%opcode%" = 0) AND (("%flag%" BAND 0b00000010) = 0b00000010)) BEGIN WRITE_LONG ("%fx_off%" + 0x04 + ("%index%" * 0x30)) 0xfffffffd // -3 END END BUT_ONLY_IF_IT_CHANGES // oil of fiery burning damage incorrect COPY_EXISTING ~potn13.itm~ ~override~ READ_SHORT 0x64 "abil_off" READ_SHORT 0x68 "abil_num" READ_LONG 0x6a "fx_off" FOR (index2 = 0; index2 < abil_num; index2 = index2 + 1) BEGIN READ_SHORT ("%abil_off%" + 0x1e + ("%index2%" * 0x38)) "abil_fx_num" READ_SHORT ("%abil_off%" + 0x20 + ("%index2%" * 0x38)) "abil_fx_idx" FOR (index = 0; index < abil_fx_num; index = index + 1) BEGIN READ_SHORT ("%fx_off%" + (("%abil_fx_idx%" + "%index%") * 0x30)) "opcode" PATCH_IF ("%opcode%" = 12) BEGIN // as long as we're here, fix duration WRITE_BYTE ("%fx_off%" + 0x0e + (("%abil_fx_idx%" + "%index%") * 0x30)) 0 // instant/perm effects should have 0 duration READ_BYTE ("%fx_off%" + 0x24 + (("%abil_fx_idx%" + "%index%") * 0x30)) "save" PATCH_IF ("%save%" = 0) BEGIN // if not subject to save WRITE_LONG ("%fx_off%" + 0x1c + (("%abil_fx_idx%" + "%index%") * 0x30)) 2 // two rolls... WRITE_LONG ("%fx_off%" + 0x20 + (("%abil_fx_idx%" + "%index%") * 0x30)) 6 // of 6-sided die END END END END BUT_ONLY_IF_IT_CHANGES Link to comment
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