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Questions about how to set curse .eff files, .eff files by class, and charged items that don't vanis

NoloirNoloir Member, Mobile Tester Posts: 380
In the middle of a semi-complex project and got stumped. I'm creating a bow inspired by the Eryines in the dnd wikia. https://forgottenrealms.fandom.com/wiki/Erinyes

The bow is a +1 that shoots 1 dmg missle+ 1d6 fire damage in the form of the fireseed projectile for 10 charges without arrows equipped. It can akso cast confusion 1x per day. Ideally it's meant to be used by Blackguards to spread poison + fire dmg to multiple enemies at once but here in lies the problems.

When set to 10 charges at ranged when the bow depletes it's ammo it either vanishes (When the NI variable is set to either "vanish" or "item remains") when drained. When the NI variable is set to recharge after rest after the 10 shots it continues to shoot fireseed amunition without switching into launcher form. Degeating the purpose of setting charges.

Because this item might seem a little overpowered for BGEE It's been restricted from Good and Neutral aligned characters. The thing is I'd like to set a curse that affects non-Blackguard evil wielders of the bow that has a 20-40 chance of causing 4 dmg (fire) + 1d8 (additional fire) per shot to discourage using the bow in any other class.

When setting the .eff to "Use Eff as Curse" then loading a .eff to "Display portrait" (curse) when used by Fighter, FM, etc the curse sign alone shows but the character can unsatisfyingly still switch between weapons. When setting an .eff under "Launcher" and "Ranged" to load a resource file meant to inflict self dmg, as mentioned above nothing happens. Any suggestions would be greatly appreciated.

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Comments

  • NoloirNoloir Member, Mobile Tester Posts: 380
    Figured it out, for anyone interested in creating cursed items with charged, self damaging effects. The .Itm had to be switched to [Cursed] under the [Flags] attribute. As a ranged weapon players can oddly still switch between the bow/range weapon & a melee non-cursed but the weapon in and of itself is immovable from the quick weapon slot (without remove curse).

    Using the (177) Use .Eff file- item effect can specify what race, gender, class, etc is effected under IDS value and target.

    If the item is a weapon the timer should be set to (2) Instant/While equipped & Resistance (3) Dispel/bypass resistance to work. Set probability to 100.

    Another .eff can be utilized to designate both either a damage or non-damage effect that influences whatever IDs values were set prior. In this 2nd .eff set it to (12) Damage: [as an example] then set the target to either Self or Party;

    Then the amount of dmg inflictedThe Mode: (normal being the most straight foward)

    Dmg type: (crushing, fire, piercing, etc)

    Timing mode: Instant/Perm until death

    Duration: usually 0 for standard dmg. Poison on the other hand is a little more complicated

    Probability: 100 (unless something like a 35% chance for the effect to happen is desrible then set to 35. If a 42% chance for x to happen is desirable set to 42, etc).

    Dice values can be used to generate damage value instead of a hard set amount. For example if fire was chosen as the damage and dice values were set at (# dice thrown 2 / dice size 8 ) the overall total fire damage of the effect would be anywhere between 2 to 16.

    Saves: can be granted to allow escape from damage, etc.

    That is it in an unintentionally wordy nutshell. By setting these values under the [Melee] or [Ranged] item type the effect will trigger. Hopefully this may be of some use to anyone seeking to expand on underdeveloped item concepts in the realm of BG. Happy modding!
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