ACR Update (7/27/2014)

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Zelknolf
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ACR Update (7/27/2014)

Post by Zelknolf »

Few things rolling out today:
  • Quest triggers now record that a given trigger has already been tripped by a PC by saving that fact to the trigger instead of the PC. This means that...
    • You may now have multiple identically-named triggers with different variables and still have all of them operate on the same PC.
    • You may now "clean up/reset" a quest by deleting and recreating all of the quest triggers (see BG's *_patrol scripts for an example of this).
  • You may now add an integer variable named ACR_QST_FORCED_STATE to a quest trigger, and cause the activation of that trigger by PCs whose quest state is ACR_QST_LOWER_STATE to be set to precisely the forced state. As with the default behavior, if the PC's new quest state is greater than ACR_QST_UPPER_STATE, they will be given the XP defined in the journal. By default, quest triggers increment quest state by 1.
  • Shuriken now acquire Mighty (+10) as a temporary (non-price-adjusting) property when equipped. While this looks a bit hacky, this seems to be the only way to allow shuriken to benefit from the thrower's strength bonus, as is appropriate for thrown weapons.
  • ACR Spawn Points actually respect spawn types of 8 (traps) now.
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Castano
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Re: ACR Update (7/27/2014)

Post by Castano »

thanks! time for some ninjas.
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Galadorn
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Re: ACR Update (7/27/2014)

Post by Galadorn »

Thank you Zelknolf as usual super awesomeness.



But what if Rumple's ninja PCs' with 32 strength want to throw Shurikens? It would not be fair to not grant the +11 strength bonus there....
Witchdoctor
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Re: ACR Update (7/27/2014)

Post by Witchdoctor »

can only put so much heat on a throwing star :)
Zelknolf
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Re: ACR Update (7/27/2014)

Post by Zelknolf »

Unfortunately, that's the biggest "mighty" bonus currently in the ruleset. I haven't really experimented with adding more, because it's not a terribly pressing case to handle. Guess we can cross that bridge when we come to it.

But, yes, hypothetically you can get well over 30 strength (half orc can start with 20 strength, put all level up points into strength for 25, get a +5 tome for 30, wear +6 gauntlets for 36, and take 10 levels of dragon disciple for 44-- I believe that, with such a build, your enemies start to greet you like this)


But in the more-common use cases it should do the trick. Real monks in play now will get to not be as screwed as they were, on account that you can flurry with throwing stars, and can't flurry with any other ranged weapon.
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Re: ACR Update (7/27/2014)

Post by Witchdoctor »

Galadorn wrote:Thank you Zelknolf as usual super awesomeness.
+1
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