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Slyde

Member Since 29 Dec 2008
Offline Last Active Jan 02 2010 06:57 PM

Posts I've Made

In Topic: New BG-BG2 Kit Idea (Make a few bucks)

05 October 2009 - 03:18 AM

Now of course, if you want this kit for your PC, you can't actually "die" (because that ends the game) but I suppose the quest could give him the appearance of dying. Obviously, a quest is a lot more to code than a simple kit though (usually).


Perhaps if it was scripted that when a quest (i.e. this is a hidden kit) is completed an effect comes into . . . effect, the PC can't die, able to only reduce the CHARNAME to 1hp, like the Imoen belt. And then have it so that when CHARNAME reaches 1hp dialog is triggered, like certain lovetalks, that produces the necessary changes to the character. (At this time the immunity to death is removed) However this may interrupt the flow of the battle, so CHARNAME could be immobilized and prone at 1hp with the immunity and with a timer, so the dialogue is triggered later (and presumably AFTER the battle and before another one (seriously, who is going to leave WITHOUT CHARNAME?)(Is there a way to detect enemies present like the rest interruption, to prevent ANY interruption of battle ). A way to "die" without dieing, without a big (usually inescapable, which bugs me) lead up to the PC's death.
Sorry if that was confusing, I tried to give existing examples and don't know how easy/hard it is, thats just what came to mind as I read the page.

The "immunity" to healing is a pretty cool idea, especially if you can implement the healing by Neg. Energy (you'd then need to have to include more access to neg. energy things rather then other types of damage, like elemental).

In any case :thumbs: I like the idea.



Oh and as for "I have an old issue of Dragon here"
I have access to a few issues . . . which one :P, just for ideas.

EDIT: As for

realitively new to these fourms I relise my opinions dont count for as much but i hope they help


I see no reason why your opinions would count any less, as long as they are offered in a constructive manner. (which it was). And you may have a point, but the game is populated with over-powered characters.

In Topic: Using a Wild Magic Surge effect in an Item?

10 August 2009 - 10:50 PM

Hey thanks Mike, I appreciate it. Guest_Guest_* also had the Wild Mage idea.

In Topic: Using a Wild Magic Surge effect in an Item?

10 August 2009 - 04:32 AM

Sorry if this is a bit late but I needed to check something.

I think Demi wanted to do this for some items in IR, but couldn't get it to work.


Any ideas as to how this was going to be implemented or investigated (Links would be awesome)? I have searched a few sites but nothing really comes up. It is a semi-important bit of this thing and even if it didn't come to anything it still might be useful.

I'm also pretty sure there was a item (or was it a feat?) that affected caster level in IWD-II but alas I don't have access to a copy any more, any kindly people willing to have a look for me? (Have done some googeling (word?) but it hasn't turned up anything really concrete either way, and even IF I find it that not going to reveal how it works)

I found this, now finding out how this is implemented.

A Wild Mage's casting level also varies slightly whenever he casts a spell~ anywhere between five levels lower and five levels higher than the Wild Mages true level.

As you can see I'm looking for anything ATM

In Topic: Double Weapons

08 August 2009 - 11:49 PM

(For the ones who think that is not realistic enough, you could always theorize that it's a magical weapon that gets it's true power once you join both parts with a command word or something like that)


If this idea is not favored, would it be feasible to have an effect on a 1h'd staff (or whatever weapon you wanted) that when equipped,  a (animation-free) weapon in the shield slot is created, similar to the way that a Flame Blade appears in the caster's hand?
This way:
1) No interlocking part back story (not necessarily bad, but it all depends on the writing)
2) This would stop the weirdness of being able to wield just the invisible half (and depending on how the 2-part would be implemented stop any problems with equiping the invisible half in the wrong hand)
3) Allows you to put enhancement bonus' depending on which "side" hits the enemy (as opposed to the "simplest approach" of  simple staff)
4) Allows use of TWF properly  (as opposed to the "simplest approach" of simple staff)

Only problem is that what happens if you put the staff in the shield hand?

AFAIK the animations should be fine, as long as the off-hand weapon has none. However don't take my word on it, I'm not an overly advanced modder.

Just a few thoughts on it and it sounds like it could be a pretty cool idea (especially if you implement two enchantments, one on each side)

In Topic: Character idea-priestess of Gond

02 July 2009 - 04:59 AM

This sounds like a really interesting NPC . . I can't wait to hear the Jan banters, they should be great!



EDIT 4: I think I have it worked out, and as usual I should have just shut my mouth, -Gond (Time of Troubles) falls to Lantan as a gnome, lantanna gnomes take him in, Gond is grateful & gives smokepowder to the gnomes,amount of gnomish Gond worshipers increase a lot (due to his form as a gnome), gnomish Gondites use their gnomish curiosity and make lots of new inventions on top of what Gondites already have, Lantan Gondite Gnomes become the face of technological advancement of the realms in both the game and in real life. It seems that the assumption that Lantan is ALL gnome is actually common, according to Google search that include forums, due to the lack of important human Lantan NPCs. And it seems that I should check what little I know about this stuff from the net etc. first. As such I have deleted all the other stuff to avoid confusion