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K4thos

splprot.2da "Evasion check" info + wrong opcode #183 description

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1. I think there was consensus that splprot.2da "Evasion check" didn't work outside IWD:EE engine mode. This is no longer the case in latest BG:EE and BG2:EE patches:

https://i.imgur.com/kJa5fpn.jpg

 

Use it the same way as it is used in IWD:EE (opcode 324)

 

edit: see below posts

 

2.

#183 (0xB7) Item: Apply Effect Itemtype Variants: IWD2 PST
Parameter #1: Undetermined
Parameter #2: Type

Description:
Applies the effect specified by the resource key to the targeted creature(s) when an item of the item type specified by the 'Type' field is equipped.
Warning: This effect has never been seen to work.

This is wrong. Opcode #183 works perfectly fine in EE (tested on latest BG2:EE patch by applying permanent opcode #183 effect to creature - bonuses showed up only when particular item was equipped and were removed alongside the item type automatically). The only limitation that I'm aware of is that following item types are not detectable: Bows, Slings, Crossbows.

Edited by K4thos

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One more error in EE IESDP, this time opcode 12

Warning: Using 'Magic Fire' or 'Magic Cold' as a damage type will result the game to crash if the damage kills the target.

 

 

all damage types works fine and don't crash the game (tested by assigning it to Magic Missle and killing Charname, NPCs and random character)

 

---------

 

Also this part of opcode #233 is wrong in EE games:

Note: The Proficiency Modifier effect cannot increment or decrement proficiency points, it can only SET them.

 

parameter2 can be treated as 2 short values:
- first 2 bytes: Proficiency Type
- last 2 bytes: Behavior (using labels from NI: 0 - Set if higher; 1 - Increment)
Edited by K4thos

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What version are you using... that needs to be refered in the note, cause we don't want to loose the easy version reference. As "latest" is not actual reference. v2.5. .?. 16.3 ?

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1. I think there was consensus that splprot.2da "Evasion check" didn't work outside IWD:EE engine mode.

It's worked in the engine ever since (v2.0 for BGEE, v1.3 for BG2EE), the relevant file (splprot.2da) just wasn't included by default (just had to import it from IWDEE).

More importantly, the Spellstate assigned to Thieves in IWDEE serves no function (in any game) - the "Evasion check" has hardcoded conditions (Class/Level = Thief/7+, if your "Helpless").

 

The only limitation that I'm aware of is that following item types are not detectable: Bows, Slings, Crossbows.

"Launcher" abilities cannot be detected, "Ranged" self-made-ammo abilities (Gesen shortbow/Firetooth xbow) can be detected.

This behavior is similar to opcodes 301,341,361,362 - where the "Launcher" ability type (Special=4) doesn't function because they cannot be detected.

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What version are you using... that needs to be refered in the note, cause we don't want to loose the easy version reference. As "latest" is not actual reference. v2.5. .?. 16.3 ?

 

latest patch currently means v2.5.16.6 for BG2:EE and 2.5.17 for BG:EE+SoD.

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Evasion has been working in BGEE/BG2EE for a couple years now. I think when they merged in the goodies from IWDEE 1.4 to create the BG 2.0 patches/SoD, the hardcoded Evasion effects made the transition to the BG games.

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More importantly, the Spellstate assigned to Thieves in IWDEE serves no function (in any game)

This ain't actually true as @subtledoctor found out (you probably remember our discussion about Melf's Acid Arrow.......)

Edited by Luke

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Evasion has been working in BGEE/BG2EE for a couple years now.

It works even with ITMs........

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Posted (edited)
On 10/17/2018 at 11:42 AM, K4thos said:

Opcode #183 works perfectly fine in EE (tested on latest BG2:EE patch by applying permanent opcode #183 effect to creature - bonuses showed up only when particular item was equipped and were removed alongside the item type automatically).

@kjeron

If the external EFF were opcode #171, do you think it (and all its related bonuses if used) will be removed upon switching to another item category?

As far as detecting regular launchers is concerned, I was thinking of using item type "Arrows, Bullets, Bolts". Would this be a valid workaround?

Edited by Luke

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Op171 is not a temporary effect, it is always instantaneous - the spell is added, no effect remains to be removed.

Ammo does not work well with op183. As far as this opcode (and similar script triggers) are concerned, the Ammo Slots are always "Equipped", even when they are not in use.  The offhand has the same issue - even when disabled, it's detected by this opcode as equipped.

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