Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Gwendolyne_FP
« on: August 18, 2018, 02:59:19 AM »

Oops. Missed it! :$

Unless it has been added since.

Anyway, thanks, it means either of them. ;)
Posted by: Creepin
« on: August 18, 2018, 02:29:01 AM »

Mike1072, thank you for the excellent explanation! :)

Gwendolyne_FP, IESDP states that "If more than 1 saving throw type is specified, the target rolls against their best save".
Posted by: Gwendolyne_FP
« on: August 17, 2018, 10:57:06 PM »

I noticed a long time ago it was possible to mix save types and pretty easy to code them. But I never had time to test them in game in a rather extensive way.

Can you confirm that, following your example, the target must succeed both its save vs. Wands AND Save vs. Polymorph to avoid the effect? Or, must succeed EITHER OF THEM?
Posted by: Mike1072
« on: August 17, 2018, 07:33:38 PM »

No, bit 0 determines whether it is a save vs. spell.

If bit 0 is set to 1, then it save vs. spell.  If bit 0 is set to 0, then it is not save vs. spell.  Same with the other bits and other save types.

Here is a translation of that bit mapping into actual values.

ValueSave Type
0None
1Save vs. Spells
2Save vs. Breath
4Save vs. Death
8Save vs. Wands
16Save vs. Polymorph

However, you can combine multiple saving throw types if you add the values together.  Want something that can be defended by a Save vs. Wands or a Save vs. Polymorph?  Add 8 and 16 together to get the value 24.

You can verify this behaviour in NearInfinity by right-clicking the field and selecting Edit as Number.
Posted by: Creepin
« on: August 17, 2018, 06:05:14 PM »

I'm trying to set up ADD_ITEM_EFFECT with no saving throw in mind. What value should I feed to "SET savingthrow to" for this to happen? I've checked both NI & IESDP and value 0 seems to mean save vs. spells, and I can't seem to find any mention of which value is for no save at all.