Lord Mephisto's Suggestions: PART 1

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Lord Mephisto
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Post by Lord Mephisto »

Hmmm... I'm still not persuaded the dispelling effect will not be run too often and too effieciently in combat to be balanced.

But IF indeed Holy Sword is "only" Greater Dispelling (15) on a successful hit causing damage, I'll have to see how it works ingame before commenting further. I'll have to annoy some high level Paladin. :P

For example, does only psysical damage count, or does elemental damage qualify for triggering a dispel check, etc. And for the record, was Greater Magic Weapon changed? Or is it still possible to get a +5 enchantement bonus on weapons from that spell? :?:

And I still believe it would be more interesting and tactically important if the Holy Sword spell worked differently and was dispellable. That goes for all the weapon buffs. An undispellable effect of +5 weapons with greater dispelling on hit, sonic damage, fire damage and keen critical range easily turns out to be too efficient when not dispellable. It somewhat takes away the purpose of non-magical fighters who aren't influenced as much as others by dispelling. It is a shame to punish non-magical melee-classes in such a manner. It seems rather strange that there is no way to counter these attacks. But again, I am unsure about the rules used on the server for weapon buffs, changes, etc. Any factual word from the server developers would be greatly appreciated. :)
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Rary
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Post by Rary »

GMW was changed. Maybe put GMW back to normal and allow dispel on weapons?
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Rary
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Post by Rary »

Maybe this will help:

//::///////////////////////////////////////////////
//:: Holy Sword
//:: X2_S0_HolySwrd
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Grants holy avenger properties.
*/
//:://////////////////////////////////////////////
//:: Created By: Andrew Nobbs
//:: Created On: Nov 28, 2002
//:://////////////////////////////////////////////
//:: Updated by Andrew Nobbs May 08, 2003
//:: 2003-07-07: Stacking Spell Pass, Georg Zoeller
#include "nw_i0_spells"
#include "x2_i0_spells"
#include "x2_inc_spellhook"

void AddHolyAvengerEffectToWeapon(object oMyWeapon, float fDuration)
{
//IPSafeAddItemProperty(oMyWeapon,ItemPropertyEnhancementBonus(2), fDuration, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING ,FALSE,TRUE);
IPSafeAddItemProperty(oMyWeapon,ItemPropertyOnHitProps(IP_CONST_ONHIT_GREATERDISPEL,IP_CONST_ONHIT_SAVEDC_20), fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING,TRUE,TRUE);
IPSafeAddItemProperty(oMyWeapon,ItemPropertyOnHitProps(IP_CONST_ONHIT_DOOM,IP_CONST_ONHIT_SAVEDC_24), fDuration, X2_IP_ADDPROP_POLICY_KEEP_EXISTING,TRUE,TRUE);
return;
}

//#include "x2_inc_toollib"

void main()
{

/*
Spellcast Hook Code
Added 2003-07-07 by Georg Zoeller
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more

*/

if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}

// End of Spell Cast Hook

//Declare major variables
effect eVis = EffectVisualEffect(VFX_IMP_GOOD_HELP);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
int nDuration = GetCasterLevel(OBJECT_SELF);
int nMetaMagic = GetMetaMagicFeat();

if (nMetaMagic == METAMAGIC_EXTEND)
{
nDuration = nDuration * 2; //Duration is +100%
}
object oMyWeapon = IPGetTargetedOrEquippedMeleeWeapon();
if(GetIsObjectValid(oMyWeapon) == TRUE)
{
SignalEvent(oMyWeapon, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
if (nDuration > 0)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, GetItemPossessor(oMyWeapon));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDur, GetItemPossessor(oMyWeapon), RoundsToSeconds(nDuration));
AddHolyAvengerEffectToWeapon(oMyWeapon, RoundsToSeconds(nDuration));
}
DelayCommand(1.0f, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect( VFX_IMP_SUPER_HEROISM),GetLocation(GetSpellTargetObject())));

return;
}
else
{
FloatingTextStrRefOnCreature(83615, OBJECT_SELF);
return;
}
}

That is current script server uses.
So it does doom and greater dispel at DC 24 and DC 20 respectively.
Xianio
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Post by Xianio »

GMW, Holysword and keen transform weapons, making them undispelable (I don't think you should change this Rary otherwise items with the keen property on them will be able to be dispelled) however temp. weapon damage from sources like deafening clang can be dispelled.
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Lord Mephisto
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Post by Lord Mephisto »

Thanks Rary!

If that isn't fact, I don't know what is. :P

But I wonder. Does the save DC of 20 on the greater dispelling item property constant on hit do anything? Does the reference to greater dispelling make it a dispel check with a caster level of 15, or does in fact the save DC of 20 increase the caster level to 20?

I am unsure about how that function work.
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Casas
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Post by Casas »

It is a static level check of 15. Never increases, or decreases (don't have to care about the decreasing since Power Amulets were removed).

OnHit works on a successful hit causing PHYSICAL damage. I haven't seen divine or magical damage force the save, ever. I'd be interested if someone has seen it do otherwise.
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Rary
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Post by Rary »

Lord Mephisto wrote:But I wonder. Does the save DC of 20 on the greater dispelling item property constant on hit do anything? Does the reference to greater dispelling make it a dispel check with a caster level of 15, or does in fact the save DC of 20 increase the caster level to 20?

I am unsure about how that function work.
I'm not sure why the DC 20 is on their either?

Maybe onhit save vs 20 DC to stop all dispel effects or get dispelled at caster level 15 greater dispel check like normal. But this part has been like that for EW in the past. I didn't touch it since I'm not sure what it'd do. :)
Xianio wrote:weapon damage from sources like deafening clang can be dispelled.
Either can run a dispel check on all weapon buffs or none at all like it is now.
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Rary
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Post by Rary »

Casas from a Bard post wrote:And Rary's response..
Modifying the feat might be possible to cap it at the bonus they receive by paladin levels.
Ya I found out that Divine Grace which I think we're talking about here is impossible. It is hard coded into the game engine. Which means I can't change it. I can disable it or move it to a higher level of paladin. Both those options would require all paladins to download a 2da file though.
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Post by Xianio »

Couldn't you give paladins an item which compares charisma rating vs paladin level and should the charisma level be higher then the paladin level you give them negative saves equal to that amount. A work around if you will.
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Casas
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Post by Casas »

That could just start creating problem for paladins. Every time they die or possibly get dispelled, they might start losing saves, or gaining them.

Worth a test though.
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Rary
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Post by Rary »

We can try it, no doubt. Adding the effect to the player hide would be best for it, I think that might save with character too and its not dispellible.
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