the evil rust monster

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the evil rust monster

Post by __Ua__ on Sun Dec 14, 2008 11:46 pm

My beloved Sonic Blade was recently eaten by a rust monster. This blade was one of my custom items and I was wondering if there is anyway for me to get my blade or too make a new one.

Derik and Glor
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Re: the evil rust monster

Post by The Amethyst Dragon on Mon Dec 15, 2008 2:50 am

Rust monsters are bad, mmmkay?

And it's possible to get a custom item restored. Talk to a DM when you catch one in-game, tell them the name of the sword, and they should be able to create a copy out of the palette for you.

Custom items (gained using the vouchers) are the only "customized" items this can be done for. Items just enchanted via the crystals or PC spellcasters can't (and shouldn't) be restored in this way.

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Re: the evil rust monster

Post by daveyeisley on Mon Dec 15, 2008 7:17 pm

Hey The Amethyst Dragon, I hear on the the rust monster thing, but I have a question:

How is the check done (ie. what is the calculation) to see if, when a rust monster hits a character, whether or not an item is destroyed and which item it would be?
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Re: the evil rust monster

Post by MannyJabrielle on Mon Dec 15, 2008 7:40 pm

And what items are checked as well?
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Re: the evil rust monster

Post by daveyeisley on Mon Dec 15, 2008 8:14 pm

I have refunded Deriks Sonic Blade.
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Re: the evil rust monster

Post by RustyDios on Tue Dec 16, 2008 6:43 am

To Dave ... providing The Amethyst Dragon hasn't changed the scripts for Rust Monsters from the default scripting set by CEP the rust monster Rust Attack is

a Touch Attack with the PC allowed a DC20 Reflex save...

.....it does not distinguish between magical or mundane items ((it treats all items the same - a note is made about the scripter being lazy and not wanting to check the item for all 50+ magical properties)), .....and classes items into three catogorises of No Metal (attack ignored), Partial Metal, Or Mostly Metal .. .. it cycles through the base item types to determine this... armour is deduced as being mainly metal if the base AC is 5+....

... This is only from my own own understnding of the CEP scripts... please note I may be wrong...

The scripts concerning Rust Monsters are >
> zep_rust_cmb_end (the one that determines metal or not)
> zep_rust_dmg (the one that determines for a hit on a rustie)
> zep_rust_spawn (the default CEP spawn script ?)
> zep_rust_user (sets the rusties to find the nearest metal object and attempt to devour - I think)

.. Hope that is of aid...


The damn things scare the hell out of me... even looking at in in the toolset was enough to send a shiver down my spine.. I have rust monsters inside my computer... inside my toolset... pray that all my chipboards truely are made of woodchips......
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Re: the evil rust monster

Post by The Amethyst Dragon on Tue Dec 16, 2008 4:44 pm

The Amethyst Dragon (from another related thread) wrote:Rust monsters can eat magical metal items. Such items get a save.

I actually just altered the save for magical items with the last reset...

Items with a gp value of under 10,000 gp require the PC to make a Reflex save vs. DC 20.

Items worth 10,000 gp or more reduce the save DC by 1 per 10,000. So a 20,133
gp item will get save vs. DC 18, while a 155,312 gp item saves vs. DC 5.

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Re: the evil rust monster

Post by The Amethyst Dragon on Tue Dec 16, 2008 4:50 pm

daveyeisley wrote:Hey The Amethyst Dragon, I hear on the the rust monster thing, but I have a question:

How is the check done (ie. what is the calculation) to see if, when a rust monster hits a character, whether or not an item is destroyed and which item it would be?
When a Hearbreaker of Warriors hits a character, it makes a touch attack. If it hits, the script randomly goes through your equipped items until it finds one made of metal (based on base item type). The first such item it finds it locks onto. Your character makes a Reflex save vs. DC 20. Failure means that item goes "poof".

And in the post above, I noted that I just changed things for more valuable items.

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Re: the evil rust monster

Post by RustyDios on Tue Dec 16, 2008 5:15 pm

The Amethyst Dragon , I thank you for this change and welcome it with my arms wide open... now where are all those rusties again.. I want to give them a HUG... Smile...
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Re: the evil rust monster

Post by daveyeisley on Tue Dec 16, 2008 6:44 pm

Meh, anything that basically works like "roll a 1 and you're screwed" is the bane of my existence.... I *always* seem to roll ones at the *worst* possible moments. If I am fighting goblins its high rolls with a smattering of 20's mixed in... as soon as I go up against beholders its like every 2nd or 3rd roll comes up a 1.

I would still very much like to see a solution for making items indestructible.
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Re: the evil rust monster

Post by Ramana Jala on Sat Apr 28, 2012 12:49 pm

I was happy that I received a tip about the existence of Rust Monsters before I encountered them, so that when I saw some, I knew to put my swords away before I attracted their attention (in favor of hand-to-hand combat gloves). Fortunately my chars usually sneak into a new area, and don't ever wear metal armor. So because of all that, it was no big deal for me personally.

But my playing buddy with his dragonkin tank was suprised by having his entire new painstakingly-crafted heavy armor destroyed, and it miffed him so much he hasn't been back in Aenea since. (That's why Ramana's dragonlord companion has had to be written out of her story.)

So even though the Rust Monsters are a novel and interesting creature, they have obviously caused much player grief. Their existence has created a potential perma-death issue for items. I'd prefer a way to repair their damage, rather than surprising new unsuspecting players with them perma-deathing a hard-won item. For instance, the damage script could have the item become unwearable until some dwarven master smith works on it.



P.S. - Just realized that this was not a suggestion thread, and have found an unlocked suggestion thread to repost this in.
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