This entry is an assortment of tag based items, composed of both a Prefabricated item, and the tag based script that makes it interesting, and different.
Each package is a single .erf for easy importing, and the functionality of the script will be explained on a case by case basis. I.E. See Below
I May expand this entry as I go on making more and better things, Promises however are not forth comming.
A vile bite indeed, this whip is said to have shattered gems embedded in the leather, and not just any gems, but crystalline angel tears.
This was done for a request on the scripting forum for harmless whips. The whip in question will
A.)cutscene paralyze
B.) Heal 1K HP
C.) play a big bloody.. blood globule animation when hitting.
Needless to say, it was designed for one NPC to use on another.
This was the Precursor to Warding armor, and is a set of full plate. Effects when hit are more a less identical to Shadow shield; 10/+3 Damage Reduction, 5 natural AC, Visual effect, Immunity to Necromancy spells, Immunity to death magic, and 100% immunity to negative damage. Again 1+1d4 round duration upon being struck.
A fairly simple item with 2 activations types:
If used on a ground location, the player will fly up and away and land at the selected point.
If used on the Possessor, The users Phenotype will be set to one of the CEP flight phenotypes.
True to DnD fashion, when donned the wearer becomes invisible. When removed, the wearer is Visible. Additionally, the the cloak has a unique property, this is to manually toggle the invisibility state on/off without removing the cloak. I.E. Thrown back over the shoulders or not. This action does take 1 round to complete.
Engaging in combat with this cloak on WILL cancel invisible status.
This is actually a robe(See Import comments), when struck the creature) gains 30/+5 damage reduction, as well as a 5 natural, and 5 shield AC bonus(Neither of these stack). Duration is 1+1d4 rounds, It also displays the VFX from Epic Warding when active.
This was one of my more fun projects, as it was by request that I make a few "reactive" armors.
This ring, when equipped will add a random damage bonus to the wearer. It will pick one of the basic elemental damage types(frost/fire/acid/electricity) as well as picking a random bonus between 1 and 20.
First equip may yield 5 fire. Second may yield 17 frost. Third may yield 14 acid. Ect.
This makes for a potentially powerful item, that you can never quite depend on to be as beneficial as you'd like. Each time you put it on, it picks randomly, so while 17 frost may be a great damage boost.. Sure isn't that useful if your fighting frost giants. Of course you can deequip, and reequip it.. but 5 fire may not be quite as useful when you leave frost giants.
Quick update on 03JUN09 thanks xwarren.
25% chance of (user level)d2 Electrical damage. (1-80 damage range)
Additionally If Inside/underground It will use the big ball of lightning VFX. If outside, regular lightning bolt(call lightning style).
As an added bonus(for the faithful of Talos).... It'll try and match deity string. "talos" with any capitalization will cause it to use d6 for damage(1 - 240 damage range) instead of d2.
Actual spear has 1 electrical damage bonus, and electrical VFX attached, as well as the OnHitProperty.
As fate would have it.. I mistakenly figured that OBJECT_SELF in this case would return the item, as it turns out.. It calls the player instead. I fear I won't have time to fix, sanitize the ERF, and re-upload tonight, However, I'll toss out a ball park of 30 hours from now, I should have them all revised, as well as providing an "everything as of Jun 5th" erf.
Again, good catch. I fear I skimped on taking the time to rigorously test these.
PS: With regard to the rings damage, it is correct actually. Random(5) will return values of 0, 1, 2, 3, and 4. which is 5 possible outcomes, 5 just isn't one of them. Hence why that was unchanged. Sorry I didn't explain that earlier. _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster.
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Posted by xwarren at 2009-06-04 04:26:31 Voted 10.00 on 06/07/09
I love your work! Especially the ring.
I have a question: Would it be possible to assing unique effect to an item?
I'm asking because at the moment when I unequip the ring, the script removes all effects created by your items (like invisibility from cloak, bonus from second ring etc.)
[quote]...but love this idea, especially the random ring attributes, perhaps some could be negatives as well.[/quote]
Negative damage on the ring won't really work, but I do have some less than beneficial rings lying around too... _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster.
Some great stuffs through scripting, awesome! _________________________ PW Action Server:
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Posted by Ariel at 2009-04-18 01:58:09 Voted 10.00 on 04/18/09
This is a great idea, keep them coming.
I would use these as DM awards or great treasure for completing very difficult quests or trials as they are very powerfull for my world but love this idea, especially the random ring attributes, perhaps some could be negatives as well. _________________________ /Ariel
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