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Inventor kit

tRuffustRuffus Member Posts: 42
This mod introduces a completely new subclass for the thief. It is slightly inspired by the game Arcanum: Of Steamworks and Magick Obscura.

File credits

Gnome portrait - AI.

Translation - Copilot AI.

The mod includes icons found in the game.

Baldur-2024-11-24-17-36-48-91.jpg
Baldur-2024-11-24-17-36-25-14.jpg
Baldur-2024-11-24-17-36-30-86.jpg
Baldur-2024-11-24-17-35-58-83.jpg
Baldur-2024-11-24-17-36-10-86.jpg
Baldur-2024-11-24-17-36-19-54.jpg

INVENTOR:


Inventors are thieves who have dedicated themselves to the study of science and craftsmanship. With experience, they can create and develop increasingly complex inventions, which can be called synthetic and avant-garde given the realms' realities. Often inspired by the doctrines of Gond, they can craft true technical masterpieces from whatever they come across during their journeys. Known as technologists, they typically hail from large cities or have received solid, specialized education. Only gnomes can become inventors. Unfortunately, the in-depth study of science has negatively impacted their physical abilities.

Advantages:

- At level 1, they can create once per day: goggles that facilitate detecting illusions and traps, also granting infravision.
- At levels 4, 8, and 16, they receive the ability 'PYROACOUSTICS,' allowing them to create once per day: a sound firecracker, a soundproof grenade, or a sound bomb.
- At levels 8, 16, and 24, they receive the ability 'PYROTECHNICS,' allowing them to create once per day: a powder firecracker, a powder grenade, a gas bomb, or a toxic fumes grenade.
- At level 10, they can create once per day: a triple launcher (upon use, three crossbows are created in the inventory, each capable of shooting different types of ammunition - bullets, arrows, or bolts).
- At level 15, they can create a suit protecting against cold and acid (+30%) or fire and electricity (+30%), providing AC 8 and adding +25% resistance to physical damage.
- At level 18, they can create a suit protecting against fire and acid (+35%), providing AC 5 and +30% resistance to physical damage, without restricting spellcasting.
- At level 25, they can craft golem armor (functions as a transformation into an iron golem).

Disadvantages:

- Their constitution and strength can be no higher than 13.
- Their inventions do not become more powerful at higher levels.
- No increased backstabbing damage.
- They receive only 15 thieving skill points per level (above level 2).
- Required race: Gnome.

Detection Goggles


These appear to be goggles that might have some special properties, although they are unlikely to be magical.

These goggles, crafted by inexperienced technologists, not only allow for dark vision but also sharpen the wearer's eyesight, aiding in the recognition of distortions in light and shadow as well as the contours of examined objects, making it easier to detect traps or enemy illusions.
PARAMETERS:
Infravision: range of 40 meters
Special:
- Detect Illusions: +20%
- Find Traps: +20%
Weight: 1

PYROACOUSTICS


This ability randomly creates one of the following in the inventory: a sound firecracker, a sound bomb, or a soundproof grenade. There is approximately a 33% chance for each invention.

Sound firecracker


Firecrackers are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a noise explosion, rendering creatures within its radius deafened for 6 rounds, provided they fail a saving throw against wands with a -3 modifier.
PARAMETERS:
Special:
- Causes area-wide deafness (saving throw against wands with a -3 modifier negates)
- Area of Effect: radius of 5 meters
Weight: 1

Sound bomb


Bombs are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes the absorption of sounds from the area. Every creature within its range will be silenced for 6 rounds.
PARAMETERS:
Special:
- Silence for 6 rounds (no saving throw)
- Area of Effect: radius of 5 meters
Weight: 1

Soundproof grenade


Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example encloses the target in a soundproof cylinder. A creature that fails a saving throw against wands with a -2 modifier becomes deaf (though not mute) for 6 rounds and gains resistance to sound-based spells. The shield protects against spells such as Silence, 5' Radius, Wail of the Banshee, Holy/Unholy Word, Song of Death/Fear/Awakening, Improved Bard's Song, and War Cry. However, there are spells and monster abilities against which the barrier is ineffective.
PARAMETERS:
- Deafness for 6 rounds and immunity to certain magical or non-magical sounds
- Area of Effect: 1 creature
Weight: 1

PYROTECHNICS


This ability randomly creates one of the following in the inventory: a powder grenade, a powder firecracker, gas bomb or a toxic fumes grenade. There is approximately a 25% chance for each invention.

Powder firecracker


Firecrackers are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a gunpowder explosion, dealing fire damage to all creatures and objects within its range.
PARAMETERS:
- Damage: 3D6 fire damage (no saving throw)
- Area of Effect: radius of 13 meters
Weight: 1

Gas bomb


Bombs are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a poisonous gas explosion. Each creature in the fumes takes 2d6 acid damage per round they remain in the area, and they fall unconscious if they fail a saving throw against wands with a -4 modifier."
PARAMETERS:
Special:
- Unconsciousness (saving throw against wands with a -4 modifier negates)
- Damage: 2d6 acid damage per round in the area of effect
Area of Effect: radius of 13 meters
Weight: 1

Toxic fumes grenade


Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example creates a cloud of highly toxic and flammable fumes. Upon explosion, it disperses a cloud of acid and ignites toxins with sparks.
PARAMETERS:
Special:
- Blindness (saving throw against wands with a -5 modifier negates)
- Damage: 6 acid damage + 6 fire damage to creatures within the cloud
Area of Effect: radius of 13 meters
Weight: 1

Powder grenade


Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a gunpowder explosion, dealing fire damage to creatures and objects within its range. A successful saving throw against wands negates half the damage.
PARAMETERS:
- Damage: 3D6 + 3D6 fire damage (a successful saving throw against wands with a -3 modifier partially negates)
- Area of Effect: radius of 13 meters
Weight: 1

Triple launcher


These launchers are most often constructed by gnomes, though they can also be made by other races with technologists. Thanks to numerous knobs, sights, and mechanical enhancements, it is very easy to hit the target with this launcher. Moreover, each of the three segments of this machine is designed for a different type of projectile.

Launcher Segment

This invention appears to be for shooting, although you can't quite figure out how.

It looks like the launcher has been divided into three parts. However, you have no idea what this part is for.

Bullet Launcher


The bearing in this segment is set to hurl bullets (the kind used with a sling).
PARAMETERS:
THAC0: +5
Proficiency Type: Crossbow
Weapon Type: Two-handed
Speed Factor: 2
Special:
One additional attack per round
Weight: 4

Arrow Launcher


The bearing in this segment is set to hurl arrows.
PARAMETERS:
THAC0: +5
Proficiency Type: Crossbow
Weapon Type: Two-handed
Speed Factor: 2
Special:
One additional attack per round
Weight: 4

Bolt Launcher


The bearing in this segment is set to hurl bolts.
PARAMETERS:
THAC0: +6
Proficiency Type: Crossbow
Weapon Type: Two-handed
Speed Factor: 1
Special:
One and a half additional attacks per round
Weight: 4

Suits


Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements.

Suit - Silent Heat


Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example protects the wearer from fire and electricity.
PARAMETERS:
Armor Class: 8
Special:
+30% resistance to fire and electricity
+25% resistance to physical damage
Weight: 7
Required Strength: 6

Suit - Anti-Aqua Mortis


Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example protects the wearer from cold and acid.
PARAMETERS:
Armor Class: 8
Special:
+30% resistance to cold and acid
+25% resistance to physical damage
Weight: 7
Required Strength: 6

Heavy suit


Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example is somewhat heavier than other suits but offers better protection.
PARAMETERS:
Armor Class: 5
Special:
+35% resistance to fire and acid
+30% resistance to physical damage
Does not restrict spell casting
Weight: 20
Required Strength: 12

Creations


Creation of Detection Goggles


This ability creates Detection Goggles - equipment that aids in the detection of traps and illusions, and also grants the wearer infravision.

Creation of Triple launcher

This ability creates an item that can be divided into three types of 'crossbows'. Each of them can shoot a different type of projectile - bolts, arrows, or bullets.

Creation of Suit I


This ability creates a suit - something akin to a cloak. This suit adds +30% resistance to fire and electricity, as well as +25% resistance to physical damage.

Creation of Suit II


This ability creates a suit - something akin to a cloak. This suit adds +30% resistance to cold and acid, as well as +25% resistance to physical damage.

Creation of Suit III


This ability creates a heavy suit - something akin to armor. This suit adds +35% resistance to fire and acid, as well as +30% resistance to physical damage.

Assembly of Golem Armor


This ability 'assembles' golem 'armor' on the inventor. In practice, this functions as a transformation into an iron golem. The 'armor' can be dismantled at any time.

Dismantling Golem Armor


This ability allows the dismantling of golem 'armor' and returning to normal form.

Comments

  • megrimlockmegrimlock Member Posts: 95
    Looks interesting. Was it designed with Jan in mind?
  • tRuffustRuffus Member Posts: 42
    Yes, Jan Jansen was supposed to have that subclass, but in the end, the technology shop version turned out better – Quayle's Gadgets (where you could buy technological supplies without installing a subclass). It was a mini add-on for the BG2EE version: https://www.youtube.com/watch?v=8KE3pE-gcX4

    He had some useful toys, oh yes!
    I think it's better not to mess with Jan, but I might be wrong.
  • megrimlockmegrimlock Member Posts: 95
    edited June 18
    Do you have a link to the Quayle's Gadgets shop mod? Is it in Polish?

    EDIT: Nevermind, I found it.
    Post edited by megrimlock on
  • tRuffustRuffus Member Posts: 42
    /*******************************************************
     * ADDING THE KIT
     *******************************************************/
    
    BACKUP ~Technol\backup~
    AUTHOR "Ruffle_truffle"
    
    BEGIN ~Nowa podklasa: Technolog (New kit for the thief: Technologist)~
    INCLUDE ~Technol/lib/fl#add_kit_ee.tpa~
    
    ADD_KIT ~TECHNOL~ // nazwa robocza podklasy
    ~TECHNOL 1 0 1 1 0 1 1 0~  // Clasweap.2da- dostęp do biegłości (podział BG1)
    ~TECHNOL 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~ // Weapprof.2da- dostęp do biegłości (podział BG2)
    ~TECHNOL 0 15 0 16 0 0~ // Abclasrq.2da- minimalne wartości cech
    ~TECHNOL -5 0 -5 0 0 0~ // Abclsmod.2da- modyfikatory cech
    ~TECHNOL 17 0 0 17 17 0~ // Abdcdsrq.2da- wymagania by dwuklasować na tą podklasę
    ~TECHNOL 0 17 0 16 0 0~ // Abdcdcrq.2da- wymagania by dwuklasować z tej podklasy
    ~TECHNOL 0 1 1 1 1 1 1 1 1~ // Alignment.2da- dostępne charaktery
    ~TECHNOL 1 0 0 1 1 0~ // Dualclas.2da- możliwości dwuklasowania
    ~Technol\TECHNOL.2da~ // plik CLAB- tabela zdolności
    ~K_T_G~ // Kittable.2da- umiejscowienie na liście ras i podklas
    ~0x00040000 4~ // kitlist.2da- lista przedmiotów dostępnych dla podklasy
    ~Th0~ // Luabbr.2da- lista zdolności wysokiego poziomu
    ~CHAN09 * HELM20 BAG20 RING06 RING39 * BOOT01 AMUL19 BRAC16 BELT10 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN4,2 POTN14,5 SW1h42 SW1H27 STAF08~ // przedmioty na początku ToB
    SAY ~inventor~
    SAY ~Inventor~
    SAY ~INVENTOR: Inventors are thieves who have dedicated themselves to the study of science and craftsmanship. With experience, they can create and develop increasingly complex inventions, which can be called synthetic and avant-garde given the realms' realities. Often inspired by the doctrines of Gond, they can craft true technical masterpieces from whatever they come across during their journeys. Known as technologists, they typically hail from large cities or have received solid, specialized education. Only gnomes can become inventors. Unfortunately, the in-depth study of science has negatively impacted their physical abilities.
    
    Advantages:
    
    - At level 1, they can create once per day: goggles that facilitate detecting illusions and traps, also granting infravision.
    - At levels 4, 8, and 16, they receive the ability 'PYROACOUSTICS,' allowing them to create once per day: a sound firecracker, a soundproof grenade, or a sound bomb.
    - At levels 8, 16, and 24, they receive the ability 'PYROTECHNICS,' allowing them to create once per day: a powder firecracker, a powder grenade, a gas bomb, or a toxic fumes grenade.
    - At level 10, they can create once per day: a triple launcher (upon use, three crossbows are created in the inventory, each capable of shooting different types of ammunition - bullets, arrows, or bolts).
    - At level 15, they can create a suit protecting against cold and acid (+30%) or fire and electricity (+30%), providing AC 8 and adding +25% resistance to physical damage.
    - At level 18, they can create a suit protecting against fire and acid (+35%), providing AC 5 and +30% resistance to physical damage, without restricting spellcasting.
    - At level 25, they can craft golem armor (functions as a transformation into an iron golem).
    
    Disadvantages:
    
    - Their constitution and strength can be no higher than 13.
    - Their inventions do not become more powerful at higher levels.
    - No increased backstabbing damage.
    - They receive only 15 thieving skill points per level (above level 2).
    - Required race: Gnome.~
    
    LAF fl#add_kit_ee
    STR_VAR kit_name = ~TECHNOL~ backstab = ~1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1~ thiefskl = ~25 15~ clsrcreq = ~0 0 0 0 0 1 0~
    END
    
    COPY ~Technol\TECHNOL.2da~ ~override~
    COPY ~Technol\binok01.ITM~ ~override~
    SAY NAME1 ~Goggles~
    SAY NAME2 ~Detection Goggles~
    SAY UNIDENTIFIED_DESC ~These appear to be goggles that might have some special properties, although they are unlikely to be magical.~
    SAY DESC ~These goggles, crafted by inexperienced technologists, not only allow for dark vision but also sharpen the wearer's eyesight, aiding in the recognition of distortions in light and shadow as well as the contours of examined objects, making it easier to detect traps or enemy illusions.
    
    PARAMETERS:
    
    Infravision: range of 40 meters
    Special:
    - Detect Illusions: +20%
    - Find Traps: +20%
    Weight: 1~
             
    COPY ~Technol\petar01.ITM~ ~override~
    SAY NAME1 ~Firecracker~
    SAY NAME2 ~Sound firecracker~
    SAY UNIDENTIFIED_DESC ~Firecrackers are technological creations, still rarely seen in the Realms but possessing practical applications.~
    SAY DESC ~Firecrackers are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a noise explosion, rendering creatures within its radius deafened for 6 rounds, provided they fail a saving throw against wands with a -3 modifier.
    
    PARAMETERS:
    
    Special:
    - Causes area-wide deafness (saving throw against wands with a -3 modifier negates)
    - Area of Effect: radius of 5 meters
    Weight: 1~
    
    COPY ~Technol\petar02.ITM~ ~override~
    SAY NAME1 ~Firecracker~
    SAY NAME2 ~Powder firecracker~
    SAY UNIDENTIFIED_DESC ~Firecrackers are technological creations, still rarely seen in the Realms but possessing practical applications.~
    SAY DESC ~Firecrackers are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a gunpowder explosion, dealing fire damage to all creatures and objects within its range.
    
    PARAMETERS:
    
    - Damage: 3D6 fire damage (no saving throw)
    - Area of Effect: radius of 13 meters
    Weight: 1~
    
    COPY ~Technol\grana01.ITM~ ~override~
    SAY NAME1 ~Grenade~
    SAY NAME2 ~Soundproof genade~
    SAY UNIDENTIFIED_DESC ~Grenades are technological creations, still rarely seen in the Realms but possessing practical applications.~
    SAY DESC ~Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example encloses the target in a soundproof cylinder. A creature that fails a saving throw against wands with a -2 modifier becomes deaf (though not mute) for 6 rounds and gains resistance to sound-based spells. The shield protects against spells such as Silence, 5' Radius, Wail of the Banshee, Holy/Unholy Word, Song of Death/Fear/Awakening, Improved Bard's Song, and War Cry. However, there are spells and monster abilities against which the barrier is ineffective.
    
    PARAMETERS:
    
    - Deafness for 6 rounds and immunity to certain magical or non-magical sounds
    - Area of Effect: 1 creature
    Weight: 1~
    
    COPY ~Technol\grana02.ITM~ ~override~
    SAY NAME1 ~Grenade~
    SAY NAME2 ~Powder grenade~
    SAY UNIDENTIFIED_DESC ~Grenades are technological creations, still rarely seen in the Realms but possessing practical applications.~
    SAY DESC ~Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a gunpowder explosion, dealing fire damage to creatures and objects within its range. A successful saving throw against wands negates half the damage.
    
    PARAMETERS:
    
    - Damage: 3D6 + 3D6 fire damage (a successful saving throw against wands with a -3 modifier partially negates)
    - Area of Effect: radius of 13 meters
    Weight: 1~
    
    COPY ~Technol\wyrzu01.ITM~ ~override~
    SAY NAME1 ~Launcher~
    SAY NAME2 ~Triple launcher~
    SAY UNIDENTIFIED_DESC ~This invention appears to be for shooting, although you can't quite figure out how.~
    SAY DESC ~These launchers are most often constructed by gnomes, though they can also be made by other races with technologists. Thanks to numerous knobs, sights, and mechanical enhancements, it is very easy to hit the target with this launcher. Moreover, each of the three segments of this machine is designed for a different type of projectile.~
    
    COPY ~Technol\wyrzu02.ITM~ ~override~
    SAY NAME1 ~Launcher Segment~
    SAY NAME2 ~Bullet Launcher~
    SAY UNIDENTIFIED_DESC ~It looks like the launcher has been divided into three parts. However, you have no idea what this part is for.~
    SAY DESC ~The bearing in this segment is set to hurl bullets (the kind used with a sling).
    
    PARAMETERS:
    
    THAC0: +5
    Proficiency Type: Crossbow
    Weapon Type: Two-handed
    Speed Factor: 2
    Special:
    One additional attack per round
    Weight: 4~
    
    COPY ~Technol\wyrzu03.ITM~ ~override~
    SAY NAME1 ~Launcher Segment~
    SAY NAME2 ~Arrow Launcher~
    SAY UNIDENTIFIED_DESC ~It looks like the launcher has been divided into three parts. However, you have no idea what this part is for.~
    SAY DESC ~The bearing in this segment is set to hurl arrows.
    
    PARAMETERS:
    
    THAC0: +5
    Proficiency Type: Crossbow
    Weapon Type: Two-handed
    Speed Factor: 2
    
    Special:
    One additional attack per round
    Weight: 4~
    
    COPY ~Technol\wyrzu04.ITM~ ~override~
    SAY NAME1 ~Launcher Segment~
    SAY NAME2 ~Bolt Launcher~
    SAY UNIDENTIFIED_DESC ~It looks like the launcher has been divided into three parts. However, you have no idea what this part is for.~
    SAY DESC ~The bearing in this segment is set to hurl bolts.
    
    PARAMETERS:
    
    THAC0: +6
    Proficiency Type: Crossbow
    Weapon Type: Two-handed
    Speed Factor: 1
    
    Special:
    One and a half additional attacks per round
    Weight: 4~
    
    COPY ~Technol\skafa01.ITM~ ~override~
    SAY NAME1 ~Suit~
    SAY NAME2 ~Suit - Silent Heat~
    SAY UNIDENTIFIED_DESC ~Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements.~
    SAY DESC ~Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example protects the wearer from fire and electricity.
    
    PARAMETERS:
    
    Armor Class: 8
    
    Special:
    +30% resistance to fire and electricity
    +25% resistance to physical damage
    Weight: 7
    Required Strength: 6~ 
    
    COPY ~Technol\skafa02.ITM~ ~override~
    SAY NAME1 ~Suit~
    SAY NAME2 ~Suit anti-aqua mortis~
    SAY UNIDENTIFIED_DESC ~Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements.~
    SAY DESC ~Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example protects the wearer from cold and acid.
    
    PARAMETERS:
    
    Armor Class: 8
    
    Special:
    +30% resistance to cold and acid
    +25% resistance to physical damage
    Weight: 7
    Required Strength: 6~ 
    
    COPY ~Technol\skafa03.ITM~ ~override~
    SAY NAME1 ~Suit~
    SAY NAME2 ~Heavy suit~
    SAY UNIDENTIFIED_DESC ~Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements.~
    SAY DESC ~Suits are quasi-armor constructed by technologists. Thanks to synthetic components, they are not only lightweight but also capable of protecting the wearer from physical attacks or elements. This particular example is somewhat heavier than other suits but offers better protection.
    
    PARAMETERS:
    
    Armor Class: 5
    
    Special:
    +35% resistance to fire and acid
    +30% resistance to physical damage
    Does not restrict spell casting
    Weight: 20
    Required Strength: 12~
    
    COPY ~Technol\grana03.ITM~ ~override~
    SAY NAME1 ~Grenade~
    SAY NAME2 ~Toxic fumes grenade~
    SAY UNIDENTIFIED_DESC ~Grenades are technological creations, still rarely seen in the Realms but possessing practical applications.~
    SAY DESC ~Grenades are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example creates a cloud of highly toxic and flammable fumes. Upon explosion, it disperses a cloud of acid and ignites toxins with sparks.
    
    PARAMETERS:
    
    Special:
    - Blindness (saving throw against wands with a -5 modifier negates)
    - Damage: 6 acid damage + 6 fire damage to creatures within the cloud
    Area of Effect: radius of 13 meters
    Weight: 1~
    
    COPY ~Technol\bomba01.ITM~ ~override~
    SAY NAME1 ~Bomb~
    SAY NAME2 ~Sound bomb~
    SAY UNIDENTIFIED_DESC ~Bombs are technological creations, still rarely seen in the Realms but possessing practical applications.~
    SAY DESC ~Bombs are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes the absorption of sounds from the area. Every creature within its range will be silenced for 6 rounds.
    
    PARAMETERS:
    
    Special:
    - Silence for 6 rounds (no saving throw)
    - Area of Effect: radius of 5 meters
    Weight: 1~
    
    COPY ~Technol\bomba02.ITM~ ~override~
    SAY NAME1 ~Bomb~
    SAY NAME2 ~Gas bomb~
    SAY UNIDENTIFIED_DESC ~Bombs are technological creations, still rarely seen in the Realms but possessing practical applications.~
    SAY DESC ~Bombs are technological creations, still rarely seen in the Realms but possessing practical applications. This particular example causes a poisonous gas explosion. Each creature in the fumes takes 2d6 acid damage per round they remain in the area, and they fall unconscious if they fail a saving throw against wands with a -4 modifier."
    
    PARAMETERS:
    
    Special:
    - Unconsciousness (saving throw against wands with a -4 modifier negates)
    - Damage: 2d6 acid damage per round in the area of effect
    Area of Effect: radius of 13 meters
    Weight: 1~
    
    COPY ~Technol\PYRO001A.BAM~ ~override~
    COPY ~Technol\PYRO001B.BAM~ ~override~
    COPY ~Technol\pyroaco.SPL~ ~override~
    SAY NAME1 ~PYROACOUSTICS~
    SAY UNIDENTIFIED_DESC ~This ability randomly creates one of the following in the inventory: a sound firecracker, a sound bomb, or a soundproof grenade. There is approximately a 33% chance for each invention.~
    COPY ~Technol\pyrotec.SPL~ ~override~
    SAY NAME1 ~PYROTECHNICS~
    SAY UNIDENTIFIED_DESC ~This ability randomly creates one of the following in the inventory: a powder grenade, a powder firecracker, gas bomb or a toxic fumes grenade. There is approximately a 25% chance for each invention.~
    COPY ~Technol\binok02.SPL~ ~override~       
    SAY NAME1 ~Creation of Detection Goggles~
    SAY UNIDENTIFIED_DESC ~This ability creates Detection Goggles - equipment that aids in the detection of traps and illusions, and also grants the wearer infravision.~
    COPY ~Technol\stwyr01.SPL~ ~override~
    SAY NAME1 ~Creation of Triple launcher~
    SAY UNIDENTIFIED_DESC ~This ability creates an item that can be divided into three types of 'crossbows'. Each of them can shoot a different type of projectile - bolts, arrows, or bullets.~
    COPY ~Technol\stska01.SPL~ ~override~
    SAY NAME1 ~Creation of Suit I~
    SAY UNIDENTIFIED_DESC ~This ability creates a suit - something akin to a cloak. This suit adds +30% resistance to fire and electricity, as well as +25% resistance to physical damage.~
    COPY ~Technol\stska02.SPL~ ~override~
    SAY NAME1 ~Creation of Suit II~
    SAY UNIDENTIFIED_DESC ~This ability creates a suit - something akin to a cloak. This suit adds +30% resistance to cold and acid, as well as +25% resistance to physical damage.~
    COPY ~Technol\stska03.SPL~ ~override~
    SAY NAME1 ~Creation of Suit III~
    SAY UNIDENTIFIED_DESC ~This ability creates a heavy suit - something akin to armor. This suit adds +35% resistance to fire and acid, as well as +30% resistance to physical damage.~
    COPY ~Technol\irgol.SPL~ ~override~
    SAY NAME1 ~Assembly of Golem Armor~
    SAY UNIDENTIFIED_DESC ~This ability 'assembles' golem 'armor' on the inventor. In practice, this functions as a transformation into an iron golem. The 'armor' can be dismantled at any time.~
    COPY ~Technol\demont.SPL~ ~override~
    SAY NAME1 ~Dismantling Golem Armor~
    SAY UNIDENTIFIED_DESC ~This ability allows the dismantling of golem 'armor' and returning to normal form.~
    

    I'm inserting the improved code. While playing, I noticed an error in the item description—similar to the missing spaces between parameters in other descriptions. It's much more readable now.
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