Author Topic: Magical Item Saving Throws  (Read 813 times)

Offline Cuv

  • Planewalker
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  • Posts: 79
Magical Item Saving Throws
« on: July 06, 2005, 03:00:08 PM »
Will try here too... as there are many ingenious people hanging out.   I need a realistic idea of how to implement this.   

I have a rather unique problem... I have a creature with a special ability.

Scratch that... don't want to give any spoilers.   Let's go back to something that several people have tried to do before as a similar example:

Rust Monsters!!!

1. Is it possible to affect equipment via a spell?

2. Is it possible to use an EFF to target equipment at all?  I can check the General.ids with an EFF... for monster type... but what about equipment?

3. Or will I need to run a lengthy script to check for all possible magical metal items?

I don't think 1 or 2 is possible, but need to ask.  If 3,  then what is the easiest way to script a saving throw simulation for any items that come back true?

Thanks for the help

Cuv

avenger

  • Guest
Re: Magical Item Saving Throws
« Reply #1 on: July 12, 2005, 02:25:25 AM »
Using two response blocks:

if
HasItem(Attacker,"rusty")
then
response #90
giveitemreplace(Attacker,"broken","rusty");
response #10
noaction()
end

Writing this from top of my head, so i'm not sure about the syntax, but it is something along these lines.

 

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