In this log I fed my armor a white opal, and then about 20 seconds later, on the first hit I took, the white opal shattered!!
This is happening repeatedly, it is easily reproducable. It happens with black opals too, so it doesnt seem to be an effect based on gem value.
You press a white opal into the chest piece of the leathers. As you do so the opal glows brightly then returns to normal.
!>l
[Upper Trollfang, Sentoph]
Wind whips through your hair, raising chilblains on your face, and anywhere else that's exposed to the air. Frost is forming in the shadows of the rocks, leaving the footing icy and treacherous. You also see a spear, a reinforced shield, a piece of golden amber, a violet sapphire, a morning star and a spear.
Obvious paths: northeast, northwest
!>get sapp
You pick up a violet sapphire.
!>put sapp in my eis
You feel more refreshed.
!>
You put a violet sapphire in your steel paneled eisenruck.
!>l
[Upper Trollfang, Sentoph]
Wind whips through your hair, raising chilblains on your face, and anywhere else that's exposed to the air. Frost is forming in the shadows of the rocks, leaving the footing icy and treacherous. You also see a spear, a reinforced shield, a piece of golden amber, a morning star and a spear.
Obvious paths: northeast, northwest
!>se
You can't go there.
!>nw
[Upper Trollfang, Sentoph]
A steady howl fills your ears as the wind sings a lonely, desolate song through the crags of the mountaintop. You also see a storm giant.
Obvious paths: north, northeast, southeast
!>cock my cross
A storm giant raises its fists to the sky.
!>
Forcing stance to offensive.
You cock your heavy crossbow.
Roundtime: 3 sec.
!R>stanc d
...wait 1 seconds.
!R>stanc d
You are now in a defensive stance.
!>stanc d
You are now in a defensive stance.
!>
A storm giant claps its hands together in front of you!
A storm giant hurls a powerful lightning bolt at you!
AS: +195 vs DS: +243 with AvD: +37 + d100 roll: +85 = +74
A clean miss.
!>incant 217
You trace a sign while beseeching the spirits to empower you with the Mass Interference spell...
Your spell is ready.
You gesture at a storm giant.
You draw a large sign in the air before you...
Spirits begin to swirl around a storm giant.
CS: +174 - TD: +125 + CvA: +25 + d100: +60 == +134
Warding failed!
The spirits distract the storm giant's every action.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
!>kneel
You kneel down.
!K>stanc o
> fire
You are now in an offensive stance.
!K>
You load your heavy crossbow with a wooden wooden bolt.
You fire a wooden wooden bolt at a storm giant!
AS: +290 vs DS: +139 with AvD: +33 + d100 roll: +17 = +201
... and hit for 38 points of damage!
Grazing slash to the storm giant's face!
Scratch to its eyelids.
"When blood gets in your eyes..."
The storm giant is stunned!
The scintillating white light surrounding the crossbow fades some.
The bolt sticks in a storm giant's right eye!
Roundtime: 2 sec.
!KR>stanc o
> fire
...wait 1 seconds.
!KR>
...wait 1 seconds.
!KR>
A skeletal giant just arrived.
!K>stanc o
> fire
You are now in an offensive stance.
!K>
You cock and load your heavy crossbow with a wooden wooden bolt.
You fire a wooden wooden bolt at a storm giant!
AS: +290 vs DS: +118 with AvD: +33 + d100 roll: +40 = +245
... and hit for 54 points of damage!
Deep cut to the storm giant's left hand!
Seems to have broken some fingers too.
The scintillating white light surrounding the crossbow fades some.
The bolt sticks in a storm giant's left hand!
Roundtime: 5 sec.
!KR>
A storm giant throws its head back and roars in anger, shaking off the stun!
!KR>stanc o
> quick -4 fire
...wait 2 seconds.
!KR>
...wait 2 seconds.
!KR>stanc o
> quick -4 fire
...wait 1 seconds.
!KR>
...wait 1 seconds.
!KR>stanc o
> quick -4 fire
...wait 1 seconds.
!K>
...wait 1 seconds.
!K>stanc o
> quick -4 fire
You are now in an offensive stance.
!K>
You cock and load your heavy crossbow with a wooden wooden bolt.
You fire a wooden wooden bolt at a storm giant!
AS: +290 vs DS: +138 with AvD: +33 + d100 roll: +72 = +257
... and hit for 76 points of damage!
Feint left spins the storm giant around!
Jagged slash to lower back.
The storm giant is stunned!
The scintillating white light surrounding the crossbow fades some.
The bolt sticks in a storm giant's back!
You are beginning to feel a little fatigued.
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
!KR>target next
You are now targeting a skeletal giant.
!K>incant 1106 channel
You focus your thoughts while chanting the mystical phrase for Bone Shatter...
Your spell is ready.
You channel at a skeletal giant.
You concentrate intently on a skeletal giant, and a pulse of pearlescent energy ripples toward it!
CS: +184 - TD: +104 + CvA: +25 + d100: +27 == +132
Warding failed!
The skeletal giant shudders with sporadic convulsions as pearlescent ripples envelop its body.
The skeletal giant is smashed for 50 points of damage!
... 25 points of damage!
Strong blow to back!
... 20 points of damage!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
!KR>
A storm giant throws its head back and roars in anger, shaking off the stun!
!KR>incant 1106 channel
A skeletal giant pounds at you with its fist!
AS: +227 vs DS: +174 with AvD: +42 + d100 roll: +92 = +187
... and hits for 50 points of damage!
Flesh ripped from your back, muscles exposed.
You are stunned for 2 rounds!
A white opal's set into some gem-encrusted double leathers chest piece glows brightly then suddenly shatters!
GILCHRISTR
ALUVIUS
Re: Gem-eatting armor script is still bugged
03/25/2021 09:54 PM CDT
Great news, Wyrom said this script is getting some attention. I own the chain set and have had the same problems. This was in the Delirium Manor thread for the March 2021 appearance.
>There is a GM working on it. It was a complete rebuild. These can be some of the hardest projects to take on. I'll see if the GM who is working on it can post about it.
GS4-MIKOS
Re: Gem-eatting armor script is still bugged
04/01/2021 01:53 AM CDT
Gem-eater Armor Status - update
For those patiently waiting on the Gem-eater Armor Re-write to happen, it is nearing completion.
I accepted the Gem-eater Armor script rewrite because I was confident that my experience with the Gem-eater Runestaff script would be directly applicable. The only downside was that initially, you needed to be holding the armor in your right hand and have about ten ranks of magical skills per level in order for the armor to work.
Of course, the rewrite effort has been more involved than originally anticipated, but the unresolved issues are now down to two and are being worked on as a top priority.
Some facts about the present incarnation of the rewritten script (some are original, some are changes):
1. The script was and is built to only differentiate based on a gem's noun. This was done to eliminate a level of complexity and significantly reduce conditional logic.
2. A gem can be inserted into the armor's socket when the armor is either worn or held.
3. An unwanted gem in the armor can be PULLed to shatter the gem and empty the socket for another gem to be inserted.
(Thank you for posting this suggestion. We do read the forum posts.)
4. A gem with a value less than 100 silvers will effectively be valued as a 100-silvers gem by the armor, ie. it will fit into the setting and will provide four hits/charges of resistance or 100 sec. of resistance duration, whichever occurs first. So more gems are usable, but the lower-end gems are only very marginally useful, ie. 100 seconds of duration ain't hardly nothin'.
5. Gem types that don't work with the armor will simply not fit into the setting. They won't shatter if they're not usable.
6. At present the script retains its "gem-value = seconds of resistance duration" limiter. Whether this aspect will be retained in the final version isn't set in stone yet, but the code is complete and is working, so if this changes it will be simple to remove. However, retaining it may be deemed necessary for game/item balance reasons.
7. The suggestion of retaining the duration timer but removing the (value = charges) aspect is counter-intuitive enough to me that I don't see it happening. For gems to provide runestaves with a variable number of flares based on value, but when set in armor they provide a resistance regardless of the number of flares (or strikes) blocked seems gratuitously inconsistent.
Additionally, I am interested in your input with regard to the assignment of which gem(s) provide which resistance within the script. I don't presume that the present assignments are the "best" possible, but maybe they are, so here's your chance to weigh in on the topic. Please keep in mind that any gem designated to support one type of resistance cannot be used to support any other type of resistance. That should be obvious, but sometimes it's helpful to state every qualifier.
The current list of gem types that are acceptable for use in any gem-eater armor are as follows:
I realize that current owners of existing gem-eater armors may potentially be negatively impacted by a change to which gem type provides which resistance type, but I am guessing that the potential for improvement is also significant. If, however, the current assignments are regarded as optimal, please comment to that effect. Now is the time to tweak, before the rewrite reaches its conclusion.
Thanks,
- Mikos
For those patiently waiting on the Gem-eater Armor Re-write to happen, it is nearing completion.
I accepted the Gem-eater Armor script rewrite because I was confident that my experience with the Gem-eater Runestaff script would be directly applicable. The only downside was that initially, you needed to be holding the armor in your right hand and have about ten ranks of magical skills per level in order for the armor to work.
Of course, the rewrite effort has been more involved than originally anticipated, but the unresolved issues are now down to two and are being worked on as a top priority.
Some facts about the present incarnation of the rewritten script (some are original, some are changes):
1. The script was and is built to only differentiate based on a gem's noun. This was done to eliminate a level of complexity and significantly reduce conditional logic.
2. A gem can be inserted into the armor's socket when the armor is either worn or held.
3. An unwanted gem in the armor can be PULLed to shatter the gem and empty the socket for another gem to be inserted.
(Thank you for posting this suggestion. We do read the forum posts.)
4. A gem with a value less than 100 silvers will effectively be valued as a 100-silvers gem by the armor, ie. it will fit into the setting and will provide four hits/charges of resistance or 100 sec. of resistance duration, whichever occurs first. So more gems are usable, but the lower-end gems are only very marginally useful, ie. 100 seconds of duration ain't hardly nothin'.
5. Gem types that don't work with the armor will simply not fit into the setting. They won't shatter if they're not usable.
6. At present the script retains its "gem-value = seconds of resistance duration" limiter. Whether this aspect will be retained in the final version isn't set in stone yet, but the code is complete and is working, so if this changes it will be simple to remove. However, retaining it may be deemed necessary for game/item balance reasons.
7. The suggestion of retaining the duration timer but removing the (value = charges) aspect is counter-intuitive enough to me that I don't see it happening. For gems to provide runestaves with a variable number of flares based on value, but when set in armor they provide a resistance regardless of the number of flares (or strikes) blocked seems gratuitously inconsistent.
Additionally, I am interested in your input with regard to the assignment of which gem(s) provide which resistance within the script. I don't presume that the present assignments are the "best" possible, but maybe they are, so here's your chance to weigh in on the topic. Please keep in mind that any gem designated to support one type of resistance cannot be used to support any other type of resistance. That should be obvious, but sometimes it's helpful to state every qualifier.
The current list of gem types that are acceptable for use in any gem-eater armor are as follows:
Ruby | Damage padding |
Diamond | Critical padding |
Pearl | Puncture resistance |
Sapphire | Crush resistance |
Gem & Coral | Nature resistance |
Emerald | Slash resistance |
Opal | Impact resistance |
Agate | Disintegrate resistance |
Wraithaline | Disruption resistance |
Sunstone, Moonstone, Stone | Vacuum resistance |
Bloodstone, Firestone | Vacuum resistance |
Beryl & Topaz | Heat resistance |
Jade & Rhimar-bloom | Cold resistance |
Quartz | Electrical resistance |
Smoldereye | Steam resistance |
Saewhena | Plasma resistance |
Garnet & Dreamstone | Balance resistance |
Tourmaline, Onyx, & Soulstone | Grapple resistance |
Amethyst & Peridot | Acid resistance |
I realize that current owners of existing gem-eater armors may potentially be negatively impacted by a change to which gem type provides which resistance type, but I am guessing that the potential for improvement is also significant. If, however, the current assignments are regarded as optimal, please comment to that effect. Now is the time to tweak, before the rewrite reaches its conclusion.
Thanks,
- Mikos
KRAKII
Re: Gem-eatting armor script is still bugged
04/01/2021 04:31 AM CDT
As a former gem-eating weapon owner, I would like to formally request that the list of gems be expanded to mirror the armor's list, and give access to all those spicy flare types. Mmmmmm, flares....
WHIGHTCNIGHT
Re: Gem-eatting armor script is still bugged
04/01/2021 09:05 AM CDT
Can we get any info on how much crit/dmg padding or resistance is applied when a gem is consumed. Not being familiar with the armor, the new description reads as if the amount is set and doesn't vary as the gem consumed just sets the bonus type and duration. But would be interested to hear if we can get some numbers on just how much of the bonus/effect is given as well. I couldn't find anything on the wiki in my quick search of it.
PEREGRINEFALCON
Re: Gem-eatting armor script is still bugged
04/01/2021 05:31 PM CDT
>> As a former gem-eating weapon owner, I would like to formally request that the list of gems be expanded to mirror the armor's list, and give access to all those spicy flare types. Mmmmmm, flares....
As the current owner of Krakii's former gem-eating weapon I would like to formally second this request!
-- Robert
>> A mongrel kobold points at you and yells, "Mine! Chasin!"
As the current owner of Krakii's former gem-eating weapon I would like to formally second this request!
-- Robert
>> A mongrel kobold points at you and yells, "Mine! Chasin!"
GILCHRISTR
Re: Gem-eatting armor script is still bugged
04/02/2021 12:27 AM CDT
Will the script be modernized so that the armor can receive any other player benefits, like ranger resistance, ensorcell, enchanting?
ALUVIUS
Re: Gem-eatting armor script is still bugged
04/02/2021 01:31 PM CDT
Mikos, thank you for taking on this project! I think this script is one of the most interesting armor scripts available.
1-5: Sounds good to me, #3 "Pull" functionality .. awesome!
>6. At present the script retains its "gem-value = seconds of resistance duration" limiter. Whether this aspect will be retained in the final version isn't set in stone yet, but the code is complete and is working, so if this changes it will be simple to remove. However, retaining it may be deemed necessary for game/item balance reasons.
I would suggest getting rid of the timer now that there's the PULL functionality. Like the gem-eating weapons the benefit of the script only occurs in a situation that is generally out of the player's control, for the weapons when it randomly flares and for armor when the player gets hit with that damage type. So charges imo are the most logical way to balance it. An additional timer just seems too punishing, especially when the armor script is defensive in nature and not directly benefiting hunting/player killing power. That being said, I'm not going to die on the hill of removing the timer, especially if it means losing some other benefit/functionality of the script in the name of balance. I'd rather have the timer than lose something.
7: Yep, charges based on value is a good mechanic imo. My only worry is that some of the gem types might only be available as relatively lower gem values. That being said, based on the list it seems to me the more higher value gems cover the most useful padding/resistances so I think its likely fine as designed.
As above, I think the gem assignments make sense and generally place the higher possible value gems with the most useful resistances/padding .. they also generally fit "thematically", ie ruby for damage padding, aka blood. :)
For the questions some other folks raised, the resistance values are 40-60% based on the value of the gem used (this is per the Auctioneer at the Great Auction when I bought it). For example, I have a sung black pearl in the chain set now and its 49% resistance. The damage and critical padding it creates is Very Heavily (think its 12 CER).
Also, for those gem-eating weapon users ... be careful what you wish for, since as Gilchristr said this script also prevents most other enhancements to the item and sets it as Magic Resistant. I think this is an archaic game balance idea based on the current armaments enhancement options available now and sincerely hope its removed.
That would be my main feedback Mikos, the Magic Resistant tag should be removed at the very least so it can be enchanted and ensorcelled. I understand if the script needs to block Cat C padding since it can create its own though.
From my understand though it can receive some Cat C properties, ie warrior fixture resistances and Cat B flares. Is this correct and will carry over with the revamp?
Also, I would suggest you adapt it or the gem eating weapon script for shields. Armor and shield gem eaters would be an interesting script for you to sell at DR. Instead of padding you could have a bless and a TD option for shields. :)
Thanks again and this looks great, I've had high hopes for this chain set since the Great Auction!
GILCHRISTR
Re: Gem-eatting armor script is still bugged
04/02/2021 08:58 PM CDT
"7: Yep, charges based on value is a good mechanic imo. My only worry is that some of the gem types might only be available as relatively lower gem values. That being said, based on the list it seems to me the more higher value gems cover the most useful padding/resistances so I think its likely fine as designed."
Yes I thought the same thing. I think it would be better to change the gem value factor to a gem RATIO factor. If you use a diamond worth only 5000, thats only 50% of the max value of the diamond. So you should get 50% of the duration by using a 5000 value diamond.
Conversely, if you use a 1200 sapphire, that's 100% of the value for a sapphire, so you should get full duration.
That way, the restistances corresponding to the lower value gems aren't getting shorted. Also, I think its good design that the armor would want you to use the highest value gem in its category.
ALUVIUS
Re: Gem-eatting armor script is still bugged
04/03/2021 12:28 PM CDT
I see where you're going with the gem ratio, but I think its better to stick to KISS principles and just a straight up silver value per charge.
You know, the example Mikos gave was for a 100 silver gem giving 4 charges ... if that's the case I don't think I have any concerns about gem value vs charges.
My concern would still be with having a timer associated with value. I just don't see the point of having it. A minimum value 4 charge gem is going to be limiting enough, the 100 seconds timer (as Mikos pointed out) would make it almost useless.
I'd rather not have to swap in 5 gems during a 3 minute hunt, not for the cost but just the inconvenience. But again, I'd rather do that than lose out on the benefits of the script.
GILCHRISTR
Re: Gem-eatting armor script is still bugged
04/03/2021 07:46 PM CDT
Mikos, is there an awareness on the dev team that this script currently blocks ranger resistance?
Because currently, I have not been able to get that added to mine. If that is not resolved, I don't really see the appeal of this script overall. Because I'd much rather get an unscripted set of armor, that has padding, ensorcell, warrior resist, have a ranger add their resistance, and use that. Or even do all those things on scripted armor that has a good script benefit.
So I know you asked for feedback on the gem-assignments, but I think that's more important feedback because none of the details matter if the script locks out all other improvements.
GILCHRISTR
Re: Gem-eatting armor script is still bugged
04/03/2021 07:55 PM CDT
If the script is going to continue locking out all other improvements, then I think the script should allow the use of 3 gems/benefits at a time. For example, using a diamond, and emerald, and a topaz all at once would give VHCP, 50% slash resist, and 50% heat resist all at once.
That is not overpowered by any means (for example, I have unscripted armor right now with an aweful lot of 50% slash resist (from a warrior), and aweful lot of 100% fire resist (from a ranger), not to mention permanent HCP, permanent ensorcell, permanent additional resist. You get the idea ... the concept of only one good thing at a time at the expense of locking out all other improvements, while it may have made sense many years ago, is not a practical concept.
ALUVIUS
Re: Gem-eatting armor script is still bugged
04/04/2021 12:58 PM CDT
Yeah the Cat C blocking is the largest downside to this script (other than its not functioning properly which it looks like you are fixing).
I'd rather have the padding option removed and be able to get perm padding if that's possible.
I suspect it may not be possible though since the script seems to actually fill Cat C when a gem is inserted, not just create a temporary condition when the script fires, ala Voln armor padding.
If nothing else, its another great reason to deep-six the timer and magic resistant tag ... blocking Cat C is balance enough. I would agree with Gilchristr that its probably over-balancing tipping the script into a less desirable category even with its powerful ability to swap high resists around at will.
That said, a functioning script is better than what we have now so thanks again for working on it. :)
ALUVIUS
Re: Gem-eatting armor script is still bugged
04/04/2021 07:46 PM CDT
Also wanted to say that I like Gilchristr's idea for it as a tiering script adding more gem slots. I think it would do well at DR. Each gem could add another Cat C property.
Anyways, just some feedback. :)