solstheim Posted November 26, 2016 Share Posted November 26, 2016 I'm running IR + SR + SRS, several fixpacks, and a bunch of npc and quest mods. It's possible these bugs are not related to SR. - Dispel magic removes magical effects from both enemies and allies. According to its description, it should only remove magical effects from enemies. - When enemy beholders cast paralyze on my character, the status effect on my character is Held, not Paralyze. The status effect should be Paralyze. - When enemy beholders cast hold person on my character, sometimes the status effect does not expire with time. (It does not expire with Ctrl+T.) Link to comment
kreso Posted November 26, 2016 Share Posted November 26, 2016 Are u sure that's Hold they're casting? Link to comment
ABlake Posted December 1, 2016 Share Posted December 1, 2016 (edited) I'm running IR + SR + SRS, several fixpacks, and a bunch of npc and quest mods. It's possible these bugs are not related to SR. - Dispel magic removes magical effects from both enemies and allies. According to its description, it should only remove magical effects from enemies. - When enemy beholders cast paralyze on my character, the status effect on my character is Held, not Paralyze. The status effect should be Paralyze. - When enemy beholders cast hold person on my character, sometimes the status effect does not expire with time. (It does not expire with Ctrl+T.) That's what Dispel Magic is supposed to do, as opposed to Remove Magic. I opened up the arcane.tra file, and I think there are some mistakes in the descriptions of these two spells. As for Paralyze/Hold, as far as I know, there are quite a few instances of something saying "paralyzation" but the actual effect used is Hold. In my installation of SR which must be pretty old compared to what it is now, the Beholder Paralyzation ray is actually using the Hold effect, and the portrait icon as well as the effect text will be those of Hold. I find that it isn't really a big deal in most cases, since many items just grant immunity to both Hold and Paralyzation anyway. While there is indeed a "Paralyzation" effect, sometimes "paralyze" is just another way of describing something that immobilizes you, rather than implying that it is strictly distinct from Hold. If you change the ray's effect to Paralyzation, items that grant immunity to Web will now work against this ray, because Web includes Paralyzation. That might not make a lot of sense, since Web is something else entirely. Unless you're really bothered by this inconsistency between combat feedback and actual effects. Edited December 2, 2016 by ABlake Link to comment
kreso Posted December 6, 2016 Share Posted December 6, 2016 (edited) Here's the big plan for EE. With use of 318 opcode, many nice things are possible. List of spells and what I plan to add (I hav the code working for Grease already; the rest is copy/paste... pretty much.) Now why is this so cool? 1) Deflection stuff doesn't block spells you are already immune to. This is already partially implemented in SR. But there's no way to implement this the way EE can. Example. Your mage has ring of fire resistance+ drinks a potion of fire resistance. 100% fire immunity. Yet, Firestorm will deplete his Deflections quickly. In EE, it doesn't matter anymore where does this fire immunity come from - spell, item, kit. If it's 100% - immunity to spell may be added. 2) all sources are covered, regardless of how much spells are tweaked. You want a berserker-mage not to suffer from Symbol:Stun draining his Deflection charges since he's immune to it anyway? Here's a long list - I may have missed something (HLAs etc., but they're pretty straightforward) SPWI103 Burning Hands - fire resistance blocks it SPWI104 Charm Person - I'll try a CLONE here. Whatever has immunity to charm makes you immune to this spell. SPWI105 Colour Spray - ?? SPWI106 Blindness (fog) - CLONE, pro blindness should make one immune to it SPWI112 Magic Missile - 100% magic damage immunity SPWI115 Shocking Grasp - 100% electric immunity SPWI116 Sleep - CLONE, whatever makes one sleep immune grants 318 vs this SPWI118 Chromatic Orb - ?? Magic damage, but effects should go through SPWI119 Larloch's Minor Drain - Undead immune, should pro mag damage block it? The bad thing is how this spell (and VT) work with HP added to caster..... SPWI125 Spook - Resist Fear effects blocks SPWI205 Horror - same as above SPWI211 Melf's Acid Arrow - 100% acid immunity should block it (should it? It does piercing damage as well) SPWI213 Stinking Cloud - I don't need 318 for it, but pro disease should prevent it SPWI215 Web - long-standing bug where spiders get slowed by their own webs, will try to fix it SPWI217 Agannazar's Scorcher - pro fire SPWI303 Flame Arrow - same as Melf Acid Arrow. Should pro fire block it fully? SPWI304 Fireball - pro fire SPWI306 Hold Person - free action stuff SPWI308 Lightning Bolt - 100% electrical immunity SPWI312 Slow - free action stuff SPWI313 Skull Trap - mag damage immunity SPWI314 Vampiric Touch - same issue as with LMD. It shouldn't affect Undead and similar however. SPWI316 Dire Charm - CLONe SPWI401 Confusion - CLONE SPWI403 Fire Shield (Blue) - Mesthil's Acid - 100% Acid res blocks it SPWI404 Ice Storm - 100% cold res SPWI411 Emotion - CC, SI:Enchant, Rage SPWI418 Fire Sheild (Red) - pro fire SPWI502 Cloudkill - poison resist SPWI503 Cone of Cold - cold resist SPWI506 Domination - same as charms SPWI507 Hold Monster - free action stuff SPWI509 Feeblemind - CLONE SPWI523 Sunfire - 100% fire res SPWI604 Flesh to Stone - already done (currently, all creatures immune to petrficiation are immune to this spell's petrifying effects. They're not immune to it's slowing effect however. should it be tweaked?) SPWI612 Power Word Silence - Si:Enchant will be used for all PWs SPWI614 Death Fog - 100% Acid Res SPWI615 Chain Lightning - 100% Lightning res SPWI616 Disintegrate - 100% Magic damage res (should Death Ward block this? I think no....) SPWI711 Sphere of Chaos - ?? SPWI712 Delayed Blast Fireball - 100% fire immune SPWI713 Finger of death - I made AI cast this spell even against Death Ward. Can be reworked. Toughts? I'd leave it as it is - it's a shame to waste good damage potential. SPWI715 Powerword Stun - free action, rage, SI:Ench, CCommands SPWI810 Incendiary Cloud - 100% fire res SPWI812 Abi-Dalzim's Horrid Wilting - 100% MD resistance SPWI815 Power Word Blind - SI:Enchantment SPWI816 Symbol Stun - Free Action stuff, Rage SPWI817 Symbol Death - Death Ward SPWI818 Bigby's Clenched Fist (icy grasp) - I don't think 100% cold res should block it SPWI911 Meteor Swarm - 100% fire res SPWI912 Power Word Kill - SI:Enchantment; death ward SPWI913 Wail of the Banshee - deaf and death ward SPWI914 Energy Drain - same issue as with LMD & VT. Caster will gain benefits even if target is immune. May be possible to hack it - target of this spell gains a cast spell on conditon-last hit by as the first effect. In that contingency are the resources that benefit the caster (hp, caster level etc.) Now, making those immune to level drain immune to Energy Drain would prevent caster from benefiting by casting this spell on them. Untested; should work in theory I guess. SPPR105 Entangle - free action. Crazy idea. Why not make exceptionally strong people immune to this crap? SPPR113 Doom - SI:Ench, Rage? It affects emotions... SPPR208 Hold Person - same as wizard version SPPR302 Call Lightning - 100% lighting resistance SPPR304 Glyph of Warding - same SPPR313 Holy Smite SPPR314 Unholy Blight - I don't think Magic Damage resistance should block these spells. They have extra effects. SPPR405 Mental Dominaion - charm immunities SPPR411 Poison - 100% poison immunity SPPR416 Cloak of Fear - fear immunity SPPR503 Flame Strike - 100% Fire res SPPR512 Greater Command - sleep stuff SPPR609 False Dawn - should being blind prevent this? The problem is that this spell actually blinds stuff.... SPPR610 Dolorous Decay - pro disease? SPPR704 Nature's Beauty - blinded immune to it. It charms, but that's so common immunity...?? SPPR705 Fire Storm - 100% fire res SPPR706 Symbol Fear (disease) - pro disease SPPR707 Sunray - same as False Dawn SPPR710 Holy Word SPPR715 Unholy Word - deaf shouldn't be hearing it, probably irrelevant. SPPR718 Symbol Stun - stun immunity sources SPPR719 Symbol Death - death ward As you can see, there's a good deal of stuff to do. Edited December 6, 2016 by kreso Link to comment
agb1 Posted December 6, 2016 Share Posted December 6, 2016 Looks good kreso. Please fork off the new code that applies the EE-exclusive opcodes inside GAME_IS ~bgee bg2ee eet~ so the old less-tweaked versions of the spells can still be used for non-EE. Link to comment
subtledoctor Posted December 6, 2016 Share Posted December 6, 2016 EET cool. A couple thoughts: - I'm not convinced Free Action should block Stun effects. Free Action makes things not hinder your movement, but being stunned affects your mind, making you unable to try to move. There is a difference. - Can you make undead immune to LMD/Vampiric Touch by simply adding a 177+206 effect at the top of the subspell? - I don't think rage should block Doom. Doom affects the *actual* probability of stuff affecting you. Plus rage is already just stupid in all the crap it blocks. - Meteor Swarm is not just fire, it's also honking big meteors. Let fire res. Block the damage, but the meteors should still burn through deflection... IMHO... - Maybe blindness should block Color Spray?? Link to comment
kreso Posted December 7, 2016 Share Posted December 7, 2016 - I'm not convinced Free Action should block Stun effects. Free Action makes things not hinder your movement, but being stunned affects your mind, making you unable to try to move. There is a difference. This discusion is about as old as vanilla BG2. I'm not convinced either. Note that the code used is like this (this is for rage, not free action): COPY_EXISTING ~spwi715.spl~ ~override~ // PW:stun LPF ADD_SPELL_EFFECT INT_VAR opcode = 318 target = 2 power = 0 savingthrow = 0 parameter1 = 77 parameter2 = 110 duration = 1 timing = 0 insert_point = 0 STR_VAR resource = spwi715 END It's very easy to change it. Note that AI mods (at least those "relevant" such as aTweaks; and SCS as well) consider Free Action a blocking trigger for Stun. - Can you make undead immune to LMD/Vampiric Touch by simply adding a 177+206 effect at the top of the subspell? The problem with LMD, VT and Energy Drain is the same as in vanilla game. You can easilly block what happens to your enemies. But how do you block HP bonus caster gets? Ever tried vanilla Foebane +5? MR stops Larloch's Drain from working on enemies, but rest assured, your HP goes up. I think it might be solved in a manner described above; I haven't tried it. This issue is also as old as BG2; or even BG1. No mod fixes that, many have tried. Improved Anvil makes these spells bypass MR completely to "fix" it, but that's not really an option here. I don't think rage should block Doom. Doom affects the *actual* probability of stuff affecting you. Plus rage is already just stupid in all the crap it blocks. Well, the desc says "a feeling of doom overwhelms the target". I think raging berserkers should be immune to stuff that affects their emotions. - Meteor Swarm is not just fire, it's also honking big meteors. Let fire res. Block the damage, but the meteors should still burn through deflection... IMHO... Heh. I know - not all spells can be handled easilly. That's why I posted the above spell list. Same could be said for Flame Arrow with it's missile damage. Why should fire immunity block it? - Maybe blindness should block Color Spray?? Yea...this is all easy enough to do, it's just that it's kinda pointless. I've never, ever, experienced a character getting blinded and then hit with Color Spray. Looks good kreso. Please fork off the new code that applies the EE-exclusive opcodes inside GAME_IS ~bgee bg2ee eet~ so the old less-tweaked versions of the spells can still be used for non-EE. Don't worry. Note that SR already includes much of this, pretty much everything actually. Demi hated the pre-Tobex "no-damage spell disruption" so he already included everything he could even in the old engine. Ofc, there were limitations and this way is much more convinient. (example, Pro Acid blocks acidic stuff fully. Vitriolic sphere doesn't get blocked, probably an oversight - with the EE-only code it's simply much easier to keep track of such stuff). Link to comment
Valandil Posted December 7, 2016 Share Posted December 7, 2016 (edited) Here's the big plan for EE. With use of 318 opcode, many nice things are possible. As you can see, there's a good deal of stuff to do. Does that mean that it works fine for non EE? (GoG in my case). Edit : Thought it were problems to fix but it's to do list, maybe for v14. Edited December 7, 2016 by Valandil Link to comment
Jarno Mikkola Posted December 7, 2016 Share Posted December 7, 2016 Does that mean that it works fine for non EE? (GoG in my case).Well it means that for now, the nonEE game has the same attributes as the EE game and they both work. What kreso then intends to add, is stuff that's not featured in the nonEE games, so they won't be installed there either. Yeah, new things that can be done... to make the mod "better". Link to comment
kreso Posted December 7, 2016 Share Posted December 7, 2016 : Thought it were problems to fix but it's to do list, maybe for v14. It's pretty much done actually. I still need to go through some other damage sources (i.e. traps etc.) that exist in vanilla game (in my case, EET). I won't cover other mods' resources with this code, simply because I feel that every modder should decide for himself if he wants this implemented or not. Does that mean that it works fine for non EE? (GoG in my case).Well it means that for now, the nonEE game has the same attributes as the EE game and they both work.What kreso then intends to add, is stuff that's not featured in the nonEE games, so they won't be installed there either. It will always work fine on old engine; at least v4 that is currently in development. I don't know what Demi's plans for the future are - myself, I'd wrap up v4, fix the bugs; call this a "final old-engine version that works on EEs as well" and develop more only for EEs. There's no point in looking back anymore, and some stuff from EEs can't be done on old game. Which brings me to another issue - spell stacking. Example, in vanilla (non-baldurdash or fixpacked) game you could stack things such as Armor of Faith. This is fixed, but with EE we can do better than having "protection from spell" limitation. Now, we can "refresh" duration and avoid stacking. Imo, that would be cool, not many spells would need to be tweaked, it works like this in EE spell system, and it's trivial to code. Link to comment
CrevsDaak Posted December 7, 2016 Share Posted December 7, 2016 What about halving Meteor Swarm/Fire Storm's fire damage and adding crushing damage to compensate? It makes it useful against many opponents since it bypasses magical defences and deals physical damage. Link to comment
Wyrd Posted December 7, 2016 Share Posted December 7, 2016 What about halving Meteor Swarm/Fire Storm's fire damage and adding crushing damage to compensate? It makes it useful against many opponents since it bypasses magical defences and deals physical damage. Seems like a very good idea, at least for meteor swarm. Acid Arrow&Fire Arrow: should burn trough imho. Finger of Death: I'd leave it as it is too. Disintegrate: Agree, death ward shouldn't protect. Thanks for all your work Kreso Link to comment
kreso Posted December 7, 2016 Share Posted December 7, 2016 This would take a lot of manual work to tweak; since there is already a 206 vs them on Pro x spells. Link to comment
subtledoctor Posted December 7, 2016 Share Posted December 7, 2016 - Can you make undead immune to LMD/Vampiric Touch by simply adding a 177+206 effect at the top of the subspell?The problem with LMD, VT and Energy Drain is the same as in vanilla game. You can easilly block what happens to your enemies. But how do you block HP bonus caster gets? Ever tried vanilla Foebane +5? MR stops Larloch's Drain from working on enemies, but rest assured, your HP goes up. I think it might be solved in a manner described above; I haven't tried it. This issue is also as old as BG2; or even BG1. No mod fixes that, many have tried. Ah, right. I didn't think about the caster. But, this should be possible on EE 1.4+ if you wrap a subspell inside opcode 326... I think. Have it cast a secondary spell that makes the caster immune to the effect. I don't think rage should block Doom. Doom affects the *actual* probability of stuff affecting you. Plus rage is already just stupid in all the crap it blocks.Well, the desc says "a feeling of doom overwhelms the target". I think raging berserkers should be immune to stuff that affects their emotions. It's just, it's just... Rage is so damn amorphous, and so damn cheesy. It's supposed to block emotion-based effects, sure, but not necessarily magical effects. E.g. it blocks Charm because Charm uses magic to trigger a (essentially non-magical) emotional effect. But stronger magic like Domination is supposed to override rage. And what about stun - that's not emotional, it's the magical equivalent of being hit in the temple with a brick! Why would Rage block that? And don't get me start on stuff like Maxe and Imprison... those aren't emotional, they are teleportation! Why on earth does rage block that?? tl;dr: I would absolutely, joyfully support rage blocking Doom, IF it stops blocking stuff like Stun, Maze and Imprison. Link to comment
kreso Posted December 8, 2016 Share Posted December 8, 2016 It's just, it's just... Rage is so damn amorphous, and so damn cheesy. It's supposed to block emotion-based effects, sure, but not necessarily magical effects. E.g. it blocks Charm because Charm uses magic to trigger a (essentially non-magical) emotional effect. But stronger magic like Domination is supposed to override rage. This would pretty much be able to go into a seperate mod. Game uses gazillion different charms, deciding what should and what shouldn't go through rage, coding it and making sure AI understands that.....bleh. Not to forget you got some basic stuff like Valygar's armor. Why would it protect you vs high-end charming magics? Going this way is digging a deep, deep hole..... . And what about stun - that's not emotional, it's the magical equivalent of being hit in the temple with a brick! Why would Rage block that? And don't get me start on stuff like Maxe and Imprison... those aren't emotional, they are teleportation! Why on earth does rage block that?? tl;dr: I would absolutely, joyfully support rage blocking Doom, IF it stops blocking stuff like Stun, Maze and Imprison. This is probably for another forum - anyhow, KR Rage doesn't block neither Maze nor Imprisonment. Link to comment
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