Improved Tenser's Transformation This script performs the spell as closely to the PnP version as I could get it. This includes the following changes/additions: *STR, DEX, and HP bonuses are now all properly maximized and empowered. *You no longer polymorph into a doom knight so you get to keep spell slots gained via magic items that polymorphs unequip. *AC bonus is now a +4 natural, not a +4 dodge. *Simple and Martial Weapon Proficiencies are added to your character via a temporary feat addition to the character's currently equipped armor. *100% Spell Failure for duration. For this script to work all you have to do is copy the contents of the zip file to your override directory and wala you have Tenser's how it's supposed to be. This will only effect local games and one's you host.
PnP Tensor's Yay! Gives me reason to use the damn spell!
Posted by Rastamage at 2005-10-05 11:44:03 Voted 10.00 on 10/05/05
This is how the spell is supposed to work! My Paladin/Sorcerer (with Holy Avenger) rejoices! (Minsc does too)
Posted by Alex Moskwa ( ..xxx.xxx ) at 2004-03-11 05:41:00
Based on user suggestion, added logic to properly calculate the number of additional attacks you should receive for the duration of the spell. Removed unnecessary loop.
Posted by Alex Moskwa ( ..xxx.xxx ) at 2004-03-11 05:41:00
Based on user suggestion, added logic to properly calculate the number of additional attacks you should receive for the duration of the spell. Removed unnecessary loop.
Posted by Alex Moskwa ( ..xxx.xxx ) at 2004-03-09 14:24:00
The loop was left over from using Bioware's code. I should change it. I think I see what you're saying about the Effect stuff. Technically at epic levels if you're say a fighter/mage the spell will give you two extra attacks you maybe shouldn't always be getting. I went with the hedge your bets version and added two attacks which accurately covers 95% of all cases. Thanks for making me think about it. I'm pretty sure I know how I'd change it to make it fully accurate and I'll do so in the next week or so. It'd be really easy if the SetBaseAttackBonus function worked on PCs but it doesn't.
Posted by Anonymous ( ..xxx.xxx ) at 2004-02-14 20:45:00
Scrap the loop and just use
nHP = d6(nLevel);
Your use of EffectModifyAttacks and EffectAttackIncrease is wrong: work out the new BAB first, then derive the number of attacks from that.
Nice job overall.
You must be Logged In to post comments in this section.