A Question on Gems
#1
I thought gems ( +1 Fort, Bonus Feat:Whatever) would allow me to add properties that might be beyond the allowed number found at forges (3), but this seems not to be the case. I've looked around, but can't seem to find the relevant thread on their use. Any help, please? :)
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#2
And thank you DM Carcass for explaining further. It seems that gems function much like the forge system. So, if I have STR and DEX on a helm, I can add a +1 Fort gem. However, even though according to the toolset value I can place another Fort gem on the item, due to how it is applied, I get the error stating that the item has too many properties. So, I would have to remove my STR (for example), place the gem on, then add the STR back to the Helm.
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#3
I was able to repro this and it looks like this is not working as I intended. If an item has only 3 enchantments or less, you should still be able to use a gem to add to any one of them, up to the player-created maximum of +3 for things like saves, skill, ability, enhancement, or AC bonuses.

I'll work to get this changed by the server update this weekend.

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EDIT: Well, scratch that. I spent a couple hours looking at this and now I remember why this is as it is - it would require some major rewrites of the enchantment forge code to allow someone to further enchant an item that already has 3 enchantments on it. So, unfortunately, this is the way it is going to stay. I'd suggest everyone get those first two enchantments on an item just the way you want them, and only after that, add the third - at which point the item is 'locked' as far as magical enchantments go, and cannot be modified further (except to remove enchantments, if you wish).

I'll keep this on my wishlist of things to change, but right now it is not a priority.
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#4
Thayan, without a huge re-vamp of the system, would it still be possible to allow adding "bumps" to properties already existing?

An example; Say you have a helm with +1 STR, +1 CON, and +1 Fort save. Could it be changed to allow (whether by gem or by forge) adding to an already existing value? Say to change the +1 Fort to +2. :) To me that is a larger issue than allowing me to have 4 properties on an item (the fourth being added by gem). :)

As it stands right now, my example helm will not allow increasing a value without first removing another...which gets spendy.

Unless that is what you are saying already. :P It can't be done, cause the system looks at 3 enchantments, and locks after that...even if wishing to increase an already existing value.
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#5
Allowing those bumps are the problem. Right now I have been unable to think of a good/easy way to determine if the gem or enchantment at a forge which is being applied matches one of those already on the item, without a significant rewrite to the code. The code right now just counts total enchantments and if there are 3, it says nothing more can be done. In order to allow an existing enchantment to be improved, I'd need to change the code to either cycle through each property and compare it to whatever is trying to be applied to make sure they match, or else make a modified copy of the item with the additional property added to it and compare it to the original to ensure there are no more than 3 before it would actually be applied.

I agree that right now it is not ideal that once you put on the third enchantment, those on it cannot be increased/improved anymore without removing and re-adding enchantments.

It's on the to-do list to address for...sometime in the future.
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#6
Ahh, understood now, and thanks for the clarification. :)
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#7
If anyone knows a bit about scripting, or feels the strong desire to learn so they can revise the current enchantment forge system to allow an item that already has three enchantments to have one of those enchantments further modified, download and play with the Omega Forge. That is the base for Thay's enchantment forges.

In fact, I'll even go a step further and say what you'll need to modify the IsModMax() function in the dm_inc_forge script. Don't forget to set the FORGE_MAX_ENHANCEMENTS variable to 3, as that is what it is for Thay. And don't forget to do a full script build/recompile before you load the module and test once you do make any modifications to dm_inc_forge.

Good luck - and if anyone succeeds, you are guaranteed to have the thanks of almost everyone here.
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#8
I fixed it...

I set FORGE_MAX_ENHANCEMENTS variable to 4. :P

[/smart assery]
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#9
You forgot your beginning statement.


[smart assery]
Tempus' orders to all combatants:
1. Be fearless. 2. Never turn away from a fight. 3. Obey the rules of war.
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#10
Started a thread here. I'll see if I get a bite, Scripting is not my forte, so hoping someone can say "oh...yeah, easy; done." ;)
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