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modal state opcodes

GrammarsaladGrammarsalad Member Posts: 2,214
edited July 2015 in Feature Requests
I would like to request opcodes for the various modal States, like 334 turn undead, in IWDEE. As it stands, it is possible to assign thief skills to characters, but It is very difficult, virtually impossible, in some cases, for someone with my skills, to get characters to be able to Use these skills.

Specifically, I would love an opcode for pick locks, pick pockets, find traps, stealth, bard song, And any others I may have forgotten :)

Also, speaking of 334. As it stands, it is not possible to give non cleric/paladin characters turn undead using it in conjunction with 323 turn undead level, because non cleric/paladin characters cannot gain turn undead levels. As such, I would like to also request that it be possible for non cleric/paladins gain levels in turn undead

Thanks!

billbiscoThacoBell

Comments

  • billbiscobillbisco Member Posts: 339
    Completely agree. There are some kits (such as Necromancer) which should be able to be modded to turn undead.

    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,214
    billbisco said:

    Completely agree. There are some kits (such as Necromancer) which should be able to be modded to turn undead.

    Or better: rebuke undead!

    billbisco
  • billbiscobillbisco Member Posts: 339

    billbisco said:

    Completely agree. There are some kits (such as Necromancer) which should be able to be modded to turn undead.

    Or better: rebuke undead!
    Absolutely!

  • kjeronkjeron Member Posts: 1,325
    You can get around the turn-undead issue with a 0-duration class change at the moment it occurs, and use a type-9 permanent duration for opcode 323 so the turn-level is retained. The Evasion check in IWD suffers from the same issue with the same work-around, as only Thief class levels count towards it. Not ideal, but it is possible.

    Grammarsalad
  • subtledoctorsubtledoctor Member Posts: 9,328
    kjeron said:

    You can get around the turn-undead issue with a 0-duration class change at the moment it occurs, and use a type-9 permanent duration for opcode 323 so the turn-level is retained. The Evasion check in IWD suffers from the same issue with the same work-around, as only Thief class levels count towards it. Not ideal, but it is possible.

    Whoa, just found this. Any idea how the opcode works w/r/t turning vs. controlling undead? Is it alignment-dependent just like the class ability? Could you maybe do a zero-duration alignment change as well, to force it to controlling them?

    Trying to decide if I should mess around with opcode 334, or just home-brew something. (Say, Control Undead at will, but they can save every round to resist it and your spellcasting is disabled while the effect is active. (This, for a possible kit ability for Necromancers in TnB.))

  • ThacoBellThacoBell Member Posts: 6,667
    I will gladly support anything that allows modders to do more things/do things more easily.

  • kjeronkjeron Member Posts: 1,325
    edited January 22

    Whoa, just found this. Any idea how the opcode works w/r/t turning vs. controlling undead? Is it alignment-dependent just like the class ability? Could you maybe do a zero-duration alignment change as well, to force it to controlling them?

    IIRC, yes, it uses your alignment at the moment it occurs.

  • subtledoctorsubtledoctor Member Posts: 9,328
    Makes sense. Still not sure it's worth the trouble vs. making something different from scratch.

    I wonder if you could simply apply the 323 effect at level-up, at your level. With timing mode 9. Would save the trouble of worrying about it in the pseudo-modal ability. Then could just do the class-change + 334 every six seconds while active... easy-peasy. Maybe.

    But maybe something more interesting is called for. Your TU level doesn't really matter much, because the game tends to throw enemies at you that are appropriate for your level. So the progression is somewhat illusory.

    Maybe the modal spell would cause undead to be Held for a round in a failed save; and then they could save again, against a subspell, to break free. And if they fail the 2nd one they are Dominated. But, eh, that could be complicated as well.

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