Understated Ur-Drakon Callie Posted March 9, 2008 Posted March 9, 2008 I've been testing everything as I place it by actually playing the incomplete scenario. I placed these two items, but their abilities aren't taking effect. Item 457 isn't cursed when I equip it, it doesn't affect my stats either. Same thing with item 458; no increased health points, and no luck penalty. Code: begindefineitem 457; import = 113; //Cursed Boots it_name = "Bloodstained Boots"; it_full_name = "Stifling Boots"; it_bonus = 5; //Absorbs 5 extra hit points of damage it_encumbrance = 1; it_icon_adjust = 145; //Tint red, darken, and swap red and blue it_magic = 0; it_cursed = 1; it_ability_1 = 64; //Affects all statistics it_ability_str_1 = -1; //Decreases every statistic by one it_ability_2 = 10; //Affects defense it_ability_str_2 = -2; //Decreases defense by two it_value = 50; //Don't ask about the name :/begindefineitem 458; import = 31; //Iron Studded Armor it_name = "Red Studded Armor"; it_full_name = "Ephod of Libel"; it_bonus = 7; it_icon_adjust = 144; //Tint red and darken it_ability_1 = 4; //Affects Endurance it_ability_str_1 = 3; //+3 to endurance it_ability_2 = 19; //Affects luck it_ability_str_2 = -2; //Decreased luck by two it_magic = 1; it_value = 850; If it helps any, I'm using Mac OS 9.2.2 and running Blades of Avernum version 1.1 with the standard editor. Quote
Well-Actually War Trall Niemand Posted March 9, 2008 Posted March 9, 2008 It looks like you're seeing a couple of effects here: First, negative strengths may not work; they should really, but i don't remember whether Jeff actually allowed them or not. Also, secondary statistic can't be affected by items; these include health, macig capacity, etc. (This solves the tricky problem that results from the following scenario: Suppose Hp boosting items are allowed. I put on an item the give +10 Hp, then get knocked down the 5 Hp. Then, for whatever reason, I de-equip the item. Should I die? Should I not be allowed to take it off?) As to the item not being curesed, I don't know, as that one should be very simple, so I can't see what went wrong. Quote
Magnificent Ornk Dikiyoba Posted March 9, 2008 Posted March 9, 2008 Depending on how you've placed these, your cursed boots may be running into this bug (from the bug thread in the forum header): Quote: * If cursed items are placed on ground/in a container in the editor, they lose their cursed ability. Dikiyoba. Quote
Understated Ur-Drakon Nioca Posted March 9, 2008 Posted March 9, 2008 Negative strengths work fine. However, they'll only reduce the primary stats to 1 and all other stats to 0. So, as long as you weren't planning on someone having -16 Thrown missiles or -4 Nature Lore, you shouldn't have a problem. Quote
Easygoing Eyebeast Enraged Slith Posted March 9, 2008 Posted March 9, 2008 You could also just add a point to Dread Curse instead of subtracting a skill point. Quote
Hatchling Cockatrice Lilith Posted March 9, 2008 Posted March 9, 2008 Quote: Originally written by Enraged Slith:You could also just add a point to Dread Curse instead of subtracting a skill point. Do points of Dread Curse added by items actually work, though? Remember, Dread Curse does nothing in itself, but its secondary effect is to decrease every other stat by one. The trouble is that stat points that come from items don't have secondary effects. (Which is why Endurance-boosting items don't increase your HP, Intelligence-boosting items don't increase your spell energy or Potion Making skill, and so on.) Quote
Well-Actually War Trall Ishad Nha Posted March 9, 2008 Posted March 9, 2008 Could the problem with the curse be: "it_magic = 0;"? For "it_cursed = 1;" seems okay. Quote
Understated Ur-Drakon Callie Posted March 9, 2008 Author Posted March 9, 2008 I placed the boots on all varieties of places, even having it dropped by a hostile monster, but they still aren't cursed. I removed the "it_magic = 0" with no success. The other item seems to work now. I haven't figured out why the boots aren't working, but thanks regardless. Quote
Well-Actually War Trall Ishad Nha Posted March 10, 2008 Posted March 10, 2008 I imported the boots into another scenario and they were properly cursed. The moment I switched these with the boots the PC was previously wearing, the curse took effect. I used the Character Editor to give them directly to a PC, they were not found in a container. I also tested the armor and it worked too. Quote
Understated Ur-Drakon Celtic Minstrel Posted March 10, 2008 Posted March 10, 2008 I don't know if it will help, but it seems to me that "it_magic = 0" should be "it_magic = 1". Aren't cursed items normally also magical? Quote
Well-Actually War Trall Niemand Posted March 10, 2008 Posted March 10, 2008 There's no reason that they have to be. Quote
Understated Ur-Drakon Callie Posted March 11, 2008 Author Posted March 11, 2008 Hmm...that's entirely odd. It must be the version of BoA I'm using, because I don't think any of the stuff in the datascript could be affecting it. Quote
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