About this mod
Tag-based scripts to emulate Baldur\'s Gate style cursed items (equippable when unidentified)
- Permissions and credits
So far the following properties are supported:
- Increase or decrease ability score (any) or skill rank (six skills currently supported)
- Increase or decrease saving throws (will, reflex, fortitude, all)
- Regeneration
- Damage over time
- Damage vulnerability (5% to 100%)
- Damage resistance (fire, cold, acid, sonic, electrical, magic, negative)
- Special OnHit property - backlash damage (types as above, plus slash, pierce, bludgeon)
- Special OnHit property - berserk state
- Bonus weapon damage (types as above) from 1 point to 1d10
- Armour class bonus or penalty
- Base attack bonus or penalty
- Weapon enhancement bonus or penalty
- Increase or decrease arcane spell failure (armour or shields only)
V1.01 Additions:
- Increase or decrease item weight
- OnEquip - polymorph
- OnEquip - poison
- OnEquip - disease
V1.02 Additions:
- Increase or decrease specific saving throws (disease, poision, death, fear, etc)
Create an item blueprint with a tag of NW_IT_CURSED
Change the item name to '[base type] (Unidentified)' Eg. 'Ring (Unidentified)' for a ring
Set the Identified flag to TRUE
Set the following local variables on the blueprint:
- Cursed (integer - 0 or 1)
- IDName (string - name when identified)
- LoreDC (integer - lore rank required to identify the item)
- Property1 (string - see codes in PDF)
- Property2 (string - see codes in PDF)
- Property3 (string - see codes in PDF)
An item can have up to three properties set on it. If the Cursed variable is set to 1, then the item can only be unequipped by casting Remove Curse on it.
Items can be identified by passing the lore check when acquired, by casting Identify on the item, or by taking a chance and equipping it.
The property codes use the following pattern: XXX_YZZ_[number]
The characters that separate the code parts don't matter. The following codes would do the same thing:
- INC_AIN_5
- INC-AIN-5
- INC#AIN#5
Some property code examples:
DEC_AIN_5 - decrease ability score (intelligence) by 5 points
INC_RFR_4 - increase resistance (fire) by 50%
HIT_BSK_14 - OnHit property (berserk) with DC14 will save
INC_CEN_3 - increase weapon enhancement bonus by +3
DEC_SMS_4 - decrease skill (move silently) by 4 points
DEC_TRF_6 - decrease saving throw (reflex) by 6 points
HIT_DCD_2 - OnHit property (backlash) cold damage 2d2
See the PDF included in the ZIP files for more code details.
The berserk OnHit property confers the following effects for 1d3 rounds:
- Immunity to mind affecting spells
- Attack bonus +1
- Damage bonus +3
- +5 hit points
- Insanity (player attacks the nearest target, friend or foe)
Polymorph rings alter the wearer's form for one hour (20 rounds), after which they return to
their original form. Cursed polymorph rings have a 25% chance of changing the wearer into
a chicken, rather than the form the ring intends.
There are two ZIP files to download. One contains an ERF for importing into the toolset.
The other contains override versions of the scripts for the override or campaign folder.
Future enhancements:
- Set equipped items to 'plot' to prevent selling them while equipped
- A conversation script to allow merchants to identify cursed items in the inventory
- A conversation script to allow cleric NPCs to cast Remove Curse to unequip items