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Post by MannyJabrielle Wed Mar 03, 2010 10:32 pm

I had an idea...

Tweak Magic weapon/Greater Magic weapon to work on ranged weapons as well (applying an attack bonus for launchers... I forget if thrown weapons can take "enhancement" bonuses or not... if they can't, attack bonus for them as well).

This could be very useful because... for ranged weapons, the only way to get a boost to penetrate the DR on some creatures is hoarding BoMs... and for thrown weapons... BoMing a stack of daggers/throwing axes/shurikens/ect... its FAR from ideal as that stack will be gone in no time flat and it takes a good while to collect 50 BoMs

But, if GMW could work on throwing dagers, bows like they do for melee weapons, that'd rock. It would make throwing-specialists particularly more viable.
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Post by daveyeisley Wed Mar 03, 2010 10:52 pm

Excellent idea. No idea why Bioware didnt implement this.
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Post by The Amethyst Dragon Thu Mar 04, 2010 12:54 am

This will go into effect next time I publish a new aeneahak_updates.hak file. Not just magic weapon and greater magic weapon, but flame weapon, acidic weapon, frost weapon, and shock weapon as well. Oh, and silvania's golden flames. And darkfire.

Oh, the damage adding ones won't work on projectile weapons (bows, crossbows, slings), but they will on ammunition.
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Post by MannyJabrielle Thu Mar 04, 2010 1:13 am

W00t!
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Post by daveyeisley Thu Mar 04, 2010 4:05 am

Now AA's will be even nastier Smile
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Post by RayvenNightkind Thu Mar 04, 2010 11:09 am

Oh the wondrous goodies!
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Post by MannyJabrielle Thu Mar 04, 2010 2:19 pm

Oh, just had a thought...

What about the other weapon enhancing spells not mentioned? Will they get the usable-on-cep weapons tweak as well?

Bless weapon, blade thirst, deafening clang, holy sword, and keen edge?
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Post by The Amethyst Dragon Thu Mar 04, 2010 3:09 pm

I forgot about most of those. I'd already included keen edge in the fix.
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Post by The Amethyst Dragon Mon Mar 08, 2010 11:48 am

The last four will be getting the scripting change soon (I did the coding in the module, just need to update a server-side hak to get it working right for those spells).
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Post by Alundaio Mon Mar 08, 2010 3:05 pm

Yay some ranged lovin'. I noticed alot of RPG's don't allow enchantments to Ranged weapons. Never understood why...
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Post by MannyJabrielle Mon Mar 08, 2010 5:09 pm

magic weapon/greater magic weapon works on ammuntion, but not on the everful ammunitions. Is that intentional?
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Post by The Amethyst Dragon Mon Mar 08, 2010 5:19 pm

Are you trying to use it on the ammunition or on the "quiver/bag/box"?
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Post by MannyJabrielle Mon Mar 08, 2010 5:45 pm

The ammunition.

The spells work on other arrows/bullets/bolts (plain, acid arrows, bone arrows, silver bullets, bullets +1, ect), but both Aerith (cleric) and Angelica (wizard) can't get GMW or any of their other weapon spells to work on everfull ammunition. They cast the spell, but there's no VFX like with other ammos, no temp properties added.

Likewise, I found Angelica can't get GMW on her eagle bow, but can cast it no problem on other bows. Like with the ammo, she'll cast the spell, but there's no VFX/no +5 attack bonus added to the eaglebow. Could it be because the everful ammos and the eaglebow are 'plot' items? That's the only thing I can think of that separates those particular items from any other item of their type.

Also... flame weapon works on ammunitions, but acidic/shock/frost weapon spells don't. I can't get even an attempt to cast those three spells on ammunition, or weapons held in either hand. The cursor's greyed out like there's no appropriate target. Still gotta do the swapping weapons around routine to buff off-hand weapons with those three, and can't even try to buff ammunition with them.
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Post by The Amethyst Dragon Thu Mar 11, 2010 12:31 pm

Ah, that is it. Those everfull ammuntion items and the bow are marked as undroppable (so they can't be traded or sold), which means spells won't work on them (seems to be a game engine thing).

The "target type" setting for acidic weapon, shock weapon, and frost weapon will be changed in the spells.2da next time I upload a new updates hak (which is coming very, very soon).
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