Rather, +12 is the absolute limit to these enchantments, because +HP and +SP are halved, like +armsmaster in vanilla. But adding this to the error message would be a good idea, indeed.Lone_Wolf wrote: ↑25 Feb 2025, 17:14 +12 ring of health works and gives angel's ring of health
+13 ring of health gives : sorry, that item doesn't seem to exist
Apparently there is a limit to the amount such a ring can get through special order.
If that's correct, changing the message to something like 'I'm unable to craft such a powerful item, try asking the Ancients for itt." would help to avoid confusion .
Elemental Mod for MM7 -- v4.0 open beta
Re: Elemental Mod for MM7 -- v4.0 open beta
Re: Elemental Mod for MM7 -- v4.0 open beta
Thanks, that will clarifiy it.
Another issue with special orders for E magic shop :
Alacorn wand of acid, blades, fireballs, lightning can all be created, but alacorn wand of charms 'doesn't exist' .
(Want to try a no-kill approach to sewers using charms) .
Edit:
It seems there's now an alacorn wand of shock and a "fairy wand of charms" .
Another issue with special orders for E magic shop :
Alacorn wand of acid, blades, fireballs, lightning can all be created, but alacorn wand of charms 'doesn't exist' .
(Want to try a no-kill approach to sewers using charms) .
Edit:
It seems there's now an alacorn wand of shock and a "fairy wand of charms" .
Re: Elemental Mod for MM7 -- v4.0 open beta
I intend to also allow orders like "wand of charms" (without specifying wand type), but I haven't got around to that yet. In general, shop orders assume some player knowledge on e.g. how everything is named, which unfortunately may not hold for some obscure mod changes. Dunno if that's a problem.
Re: Elemental Mod for MM7 -- v4.0 open beta
The special orders would benefit from a drop-down interface with selections for type, quality, enchantment etc or a multi-level dialog menu system.
Neither seems to be part of the MM7 UI .
Add a note that when in doubt people should look at items.txt , spcitems.txt & stditems.txt ?
My ptrs party is now at lvl 15 .
The hp penalty for elves hurts the sorcerer a lot, she got killed in arena fights 4 times already.
Items help with that, but I dislike depending on them for the whole game.
I do like the skill distribution over the party.
Edited
Looking closely at the sorcerer I may have chosen the wrong items to strengthen her.
Of the Troll + Of the Golem items add +30 Endurance, but that only gives 7 hp .
An of life item + of earth would add 10 hp directly and 4 extra (End from 15 to 25) so 14 total .
Total is still low, but not as low as I thought.
The stats of the other 3 are more to my liking.
I do intend to promote the thief to assasssin eventually (rest of the party will go light) and GM alchemy should help a lot.
I might start over, but with the same setup of human paladin, goblin thief, elf ranger , elf sorcerer.
Neither seems to be part of the MM7 UI .
Add a note that when in doubt people should look at items.txt , spcitems.txt & stditems.txt ?
My ptrs party is now at lvl 15 .
The hp penalty for elves hurts the sorcerer a lot, she got killed in arena fights 4 times already.
Items help with that, but I dislike depending on them for the whole game.
I do like the skill distribution over the party.
Edited
Looking closely at the sorcerer I may have chosen the wrong items to strengthen her.
Of the Troll + Of the Golem items add +30 Endurance, but that only gives 7 hp .
An of life item + of earth would add 10 hp directly and 4 extra (End from 15 to 25) so 14 total .
Total is still low, but not as low as I thought.
The stats of the other 3 are more to my liking.
I do intend to promote the thief to assasssin eventually (rest of the party will go light) and GM alchemy should help a lot.
I might start over, but with the same setup of human paladin, goblin thief, elf ranger , elf sorcerer.
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