Caedwyr Posted November 21, 2007 Share Posted November 21, 2007 I've noticed that when an enemy resists the first level mage spell "spook" they do not resist the associated string "Panic". I haven't looked closer, but I expect that the display string effect is set to bypass resistance. Link to comment
Miloch Posted November 21, 2007 Share Posted November 21, 2007 It's set to "not dispel/not bypass resistance" in my game. But I've noticed this behaviour for a lot of spells (Horror for example) - I dunno if it can be changed. Link to comment
Caedwyr Posted November 21, 2007 Author Share Posted November 21, 2007 Could it be set to something like a self-target, or a 0 power level for the effect? Link to comment
CamDawg Posted November 21, 2007 Share Posted November 21, 2007 At my parent's house, so can't check myself. I'd also make sure the effect has the proper save set up. Link to comment
Miloch Posted November 21, 2007 Share Posted November 21, 2007 These are the effects on spwi125 in my game (with only the Fixpack installed): 1. Graphics: Lighting Effect 141 (17 magenta shearth), Pre-Target, Permanent, Power 1, Save: Spells, Resist: Dispel/Not Bypass 2. State: Horror, Pre-Target, Duration 18, Power 1, Save: Spells, Resist: Dispel/Not Bypass 3. Text: Display String 139 (14007), Pre-Target, Permanent, Power 1, Save: Spells, Resist: Not Dispel/Not Bypass 4. Sound Effect 174 (EFF_M79), Pre-Target, Permanent, Power 1, Save: None, Resist: Dispel/Not Bypass 5. Graphics: Display Icon 142 (36 Panic), Pre-Target, Duration 18, Power 1, Save: Spells, Resist: Dispel/Not Bypass 6. Sound Effect 174 (EFF_E06), Pre-Target, Delayed 18, Power 1, Save: Spells, Resist: Dispel/Not Bypass Would changing the resistance to "Dispel/Not Bypass" on #3 like all the other effects have any, er, effect? What about the save on sound effect #4 - shouldn't that be consistent with the others? Link to comment
devSin Posted November 21, 2007 Share Posted November 21, 2007 Would changing the resistance to "Dispel/Not Bypass" on #3 like all the other effects have any, er, effect?Yes, it would fix this. The rules for the values here aren't absolutely defined, but 2 is pretty good at cutting through resistances (indeed, I prefer it over 0 for stuff-that-should-always-happen). What about the save on sound effect #4 - shouldn't that be consistent with the others?Depends. BioWare sometimes coded lighting effects and sounds and other fluff to always run. Personally, I think they should all match (you shouldn't get a sound or other crap if the spell failed). Link to comment
CamDawg Posted January 2, 2008 Share Posted January 2, 2008 Confirmed and fixed. The Display String effect was using no dispel/bypass MR; should be no dispel/no bypass MR (not that dispel matters for a display string opcode): // spook's 'panic' string not properly quashed by MR COPY_EXISTING ~spwi125.spl~ ~override~ READ_LONG 0x64 "abil_off" READ_SHORT 0x68 "abil_num" READ_LONG 0x6a "fx_off" FOR ("index" = 0; "%index%" < "%abil_num%"; "index" = ("%index%" + 1)) BEGIN READ_SHORT ("%abil_off%" + 0x1e + (0x28 * "%index%")) "abil_fx_num" READ_SHORT ("%abil_off%" + 0x20 + (0x28 * "%index%")) "abil_fx_idx" FOR (index2 = 0; index2 < abil_fx_num; index2 = index2 + 1) BEGIN READ_BYTE ("%fx_off%" + 0x0d + (0x30 * ("%index2%" + "%abil_fx_idx%"))) "dispel" PATCH_IF ("%dispel%" = 3) BEGIN // if dispel, bypass MR... WRITE_BYTE ("%fx_off%" + 0x0d + (0x30 * ("%index2%" + "%abil_fx_idx%"))) 1 // change to dispel, no bypass MR END ELSE PATCH_IF ("%dispel%" = 0) BEGIN // if no dispel, bypass MR... WRITE_BYTE ("%fx_off%" + 0x0d + (0x30 * ("%index2%" + "%abil_fx_idx%"))) 2 // change to no dispel, no bypass MR END END END BUT_ONLY_IF_IT_CHANGES Link to comment
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