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Looking foreward to compleeting BG1
Posted 14 February 2012 - 02:20 AM
Posted 14 February 2012 - 10:10 PM
Posted 14 February 2012 - 11:23 PM
Creatures that are supposed to get Fire/Ice/Stone/Iron Wall spells in PnP will get Fire Shield (Red or Blue) Stoneskin and Iron Skin since the original spells are unimplementable in BG2
Posted 14 February 2012 - 11:47 PM
It is said a wall of ice can be used in many ways. I've chosen to fall a wall of ice on a creature. Wall's size depends on caster's power I guess, it was a big one for a Death Knight.
Posted 16 February 2012 - 03:27 AM
Edited by Pol, 16 February 2012 - 03:27 AM.
Posted 16 February 2012 - 03:49 AM
I'd like to do some alpha testing, but version 3.80 doesn't seem to be downloadable as a zipped folder.
Wall of Ice: I imagine it to be possible to trap a creature with the wall (hemisphere shape), although no saving throw is mentioned in the spell description and I'd expect there to be one for a powerful effect like immobilizing a character...
Should a fire elemental's attack be at least partly physical damage? They're mentioned to be able to inflict (reduced) damage on fire-using creatures like red dragons, which they cannot, if their attack deals pure fire damage.
If elemental princes can summon allies I doubt they need their original (doubled) hp values
Also, the evil elemental prince of air has fewer special abilities than Chan, even though their xp values are the same, is this intended?
Posted 16 February 2012 - 04:10 AM
Wall of Ice: I imagine it to be possible to trap a creature with the wall (hemisphere shape), although no saving throw is mentioned in the spell description and I'd expect there to be one for a powerful effect like immobilizing a character...
Posted 16 February 2012 - 07:47 PM
Shoal vs. party
Posted 16 February 2012 - 09:03 PM
Shoal's deadly kiss can now be avoided via dialogue. I've also left the option to receive it, for players who may want that.
Posted 17 February 2012 - 04:41 PM
if a creature has 3 separate weapons (i.e. tail, claw, bite) each with a different damage output, due to technical reasons, I'm forced to make them into single attack with an average damage value instead.
Edited by phordicus, 17 February 2012 - 04:43 PM.
Posted 17 February 2012 - 05:01 PM
You can, but it adds to script lenght and script complexity and you can not coordinate this with APR (so, e.g., of the three attacks per round, all three are made with the Sword of Doom and none are made with the Tail of Weaksauce, even though the former is only supposed to be swung once per round.)if a creature has 3 separate weapons (i.e. tail, claw, bite) each with a different damage output, due to technical reasons, I'm forced to make them into single attack with an average damage value instead.
Couldn't you use SelectWeaponAbility in their script?
Posted 17 February 2012 - 11:56 PM
Couldn't you use SelectWeaponAbility in their script?
Posted 18 February 2012 - 12:44 AM
As Wisp said, that's one of those things that are technically possible but not actually feasible in practice.
However, it should be noted that aTweaks does try to implement up to two separate attacks by having the creature "dual-wield" two weapons. For example, the Balor from PnP Fiends wields a Vorpal Sword in his right hand and a Flaming Whip in his left. Similarly, Fire Salamanders from PnP Elementals have separate spear and tail attacks.
Posted 18 February 2012 - 05:43 AM
Posted 18 February 2012 - 06:02 AM
Why don't you use IA's water elemental animation instead of the current one?
Posted 19 February 2012 - 03:19 AM
Fire vs. Ice
Edited by aVENGER, 19 February 2012 - 05:23 AM.
Posted 19 February 2012 - 05:59 AM
Posted 19 February 2012 - 06:23 AM
I understand and fully welcome the tweak to the encounter with Shoal and also the replacement of the Fire Salamander's in Mekrath's Lair. But why the additions?
Posted 19 February 2012 - 07:13 AM
Modding →
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