Demivrgvs Posted December 16, 2007 Share Posted December 16, 2007 After some tests it seems that Dice Size and Dice Thrown are ignored. The only damage correctly applied is the fixed damage in the parameter 3. Could someone confirm it? If it so weapons like Daystar, Dragonslayer, MoD, etc. has to be fixed/changed. Link to comment
WizWom Posted December 16, 2007 Share Posted December 16, 2007 After some tests it seems that Dice Size and Dice Thrown are ignored. The only damage correctly applied is the fixed damage in the parameter 3. Could someone confirm it? If it so weapons like Daystar, Dragonslayer, MoD, etc. has to be fixed/changed. Daystar uses the effect EVILDAM2.EFF to do the +2 damage to evil creatures. Why would that need to change? Now, changing it to do DOUBLE damage to evil... an additional 1d8+2... And to make the situation clear, we'l set it normal damage to 1d1. OK, properly does 4 damage (1+2 +1 str) vs Gnoll, nuetral. Yes, against a Chaotic Evil Mage (_Sakul) it improperly does only 6 damage. Dragonslayer, which is supposed to do 1d8+2 extra vs. dragons, would be affected. Mace of Disruption, which is supposed to do 1d6+2 extra vs. undead, would be affected. Quick fix: change the effet to do the average of the dice+ bonus, and call it a day. So, 7 for dragon slayer, 6 for MACEDISR.EFF Link to comment
Demivrgvs Posted December 17, 2007 Author Share Posted December 17, 2007 Daystar uses the effect EVILDAM2.EFF to do the +2 damage to evil creatures.Why would that need to change? That effect don't need to be changed indeed, effects that adds fixed damage values work as they should. Azuredge, Daystar, Dragonslayer, MoD have effects that are supposed to add damage via dice rolls and they don't work in my tests. Link to comment
Nythrun Posted December 21, 2007 Share Posted December 21, 2007 This effect works fine. A lot of the targetted .effs in items are targeted wrongly and don't work as written, and this opcode may not work unless called by an external eff, but the damage is there even if dice. Link to comment
Demivrgvs Posted December 21, 2007 Author Share Posted December 21, 2007 Have you tested it? Because in my test without changing targeting fixed damage is applied and dice one not. I'll make again some tests then... Link to comment
Nythrun Posted December 21, 2007 Share Posted December 21, 2007 Only long enough to verify that items with correctly targeted .effs do bonus damage I'll look into it again though. Bear in mind that staggered probabilities do not work at all well in general, so it might not be the best of ideas to fix-to-description if it turns out that only constants work here. Usually when the dice fields are used while calling external effects they control level limits - is that what you're seeing, or something else? Link to comment
Nythrun Posted December 21, 2007 Share Posted December 21, 2007 Demivrgvs, the next thing you discover? Please make it cool, or something that never seemed to work that magically does. It's difficult to even get irritated with this rubbish anymore Link to comment
devSin Posted December 21, 2007 Share Posted December 21, 2007 You have got to be joking, right? I could understand when they added it for TotSC, but to go through all SoA and ToB... Link to comment
Nythrun Posted December 21, 2007 Share Posted December 21, 2007 Adventure with us in the wastepaper basket! COPY_EXISTING daystar1.eff override WRITE_LONG 0x1c 0x00 WRITE_LONG 0x20 0x02 WRITE_LONG 0x38 0x14 WRITE_LONG 0x3c 0x14 COPY_EXISTING sw1h31.itm override READ_LONG 0x64 ho READ_SHORT 0x68 hc READ_LONG 0x6a eo READ_SHORT 0x70 gc WRITE_SHORT 0x70 gc + 0x10 FOR (i = 0x00; i < gc * 0x30; i += 0x30) BEGIN READ_ASCII eo + i + 0x14 r PATCH_IF ~%r%~ STRING_EQUAL_CASE ~daystar1~ THEN BEGIN READ_ASCII eo + i e (0x30) SET i = gc * 0x30 END END INSERT_BYTES eo + 0x30 * gc 0x300 FOR (i = gc * 0x30; i < gc * 0x30 + 0x300; i += 0x30) BEGIN WRITE_ASCIIE eo + i ~%e%~ END FOR (i = 0x00; i < hc * 0x38; i += 0x38) BEGIN READ_SHORT ho + i + 0x20 ei WRITE_SHORT ho + i + 0x20 ei + 0x10 END It's still +4. Link to comment
Demivrgvs Posted December 21, 2007 Author Share Posted December 21, 2007 Demivrgvs, the next thing you discover? Please make it cool, or something that never seemed to work that magically does. It's difficult to even get irritated with this rubbish anymore Sorry i don't understand if this means i'm stupid and there's no such bug or else you are irritaded because you can confirm what i've (unfortunately) discovered. Link to comment
devSin Posted December 22, 2007 Share Posted December 22, 2007 It means your discovery is just one more on the pile of things that are hopelessly broken with the engine. Understandably, we're not too thrilled to discover that yet another piece of shit behavior exists. You're in the clear, as long as you don't discover that, like, EFF files don't work at all or something. Link to comment
WizWom Posted December 22, 2007 Share Posted December 22, 2007 the damage is there even if dice. Er, no - EFF vs type damage dice do not get rolled at all. Sorry. Link to comment
Demivrgvs Posted December 22, 2007 Author Share Posted December 22, 2007 It means your discovery is just one more on the pile of things that are hopelessly broken with the engine. Understandably, we're not too thrilled to discover that yet another piece of shit behavior exists.I'm too...it's incredible how this bug managed to survive multiple game releases and patches!! Link to comment
Avenger Posted December 22, 2007 Share Posted December 22, 2007 Heh, the dltcep description never claimed there is a dice damage. Just that param3 contains the value GemRB can use the dice value, but i guess the original engine uses it for level restrictions, am i right? Link to comment
Nythrun Posted December 22, 2007 Share Posted December 22, 2007 It doesn't appear to be used at all Link to comment
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