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Subtledoc's Random Tweaks


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On 9/20/2020 at 7:33 AM, subtledoctor said:

I’m very happy with the way Haste/Slow are working in my game, using the Spell Shield opcode to cancel each other

Do you have the spellshield portrait icon always on while the haste/slow effects persist? I cant seem to find the section of that opcode that is causing it to show the spellshield, unless its hardcoded into opcode 226?

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On 12/16/2021 at 5:19 AM, Relay said:

Do you have the spellshield portrait icon always on while the haste/slow effects persist? I cant seem to find the section of that opcode that is causing it to show the spellshield, unless its hardcoded into opcode 226?

It is indeed hard-coded, so I overwrite the .BAM/.VVC with a null animation, and then manually add the old animation to relevant spells like Spell Shield.

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I'm adding a few more tweaks:

  1. Set the Sleep spell to allow targets to wake-on-hit
  2. Replace the Berserk effect with temporary Feeblemind in SR's [Sphere of] Chaos spell
  3. Replace the Stun effect with Petrification and replace the Feeblemind effect with Blindness in SR's Prismatic Spray

The idea for #2 and #3 is to have mental effects in Chaos and physical effects in Prismatic Spray, to make them more distinct. Also, now you can do this.

Not uploading quite yet, in case I have more ideas that are fairly quick/easy to implement. Anyone hankering for any particular spell or item tweaks?

Q: should Prismatic Spray be party-friendly? It's quite high level and I never cast that spell. OTOH I guess the effects are pretty extreme... but if I'm never casting the spell, then... what's the point?

Edited by subtledoctor
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Okay, the update to v1.4 is ready. Four new spell tweaks:

  • have targets of the Sleep spell wake up if they are struck (it says "sleep," not "coma")
  • add Feeblemind effect to Spell Revisions' Sphere of Chaos (so the spell only applies mental effects
  • add petrification and blindness (and remove stun/feeblemind) to SR's Prismatic Spray (so the spell only applies physical effects)
  • make Spell Revisions' True Seeing spell affect the whole party (it needs a buff)
Edited by subtledoctor
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25 minutes ago, Endarire said:

With your tweaks, does a sleep victim still take extra damage like critical damage if struck while asleep?

Is that a thing that happens? I don't know. It doesn't change anything about what happens while asleep - attacks automatically hit, etc. The only change is to tick the "wake on damage" flag in the spell effect. So whatever rules apply to sleeping creatures still apply; only, after being struck once, the victim will wake up.

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Hi @subtledoctor

Looking at the tra file, and not being able to see some spell descriptions changes in-game, I wonder : were the changes from the MBR.tpa file maybe extracted to the magic_battle_revised mod and then disabled from d5_random_tweaks ?

If so, a big part of the setup.tra file is unused (all the parts about protection spells and protection-stripping spells).

That would explain why I can't see the descriptions in-game

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11 minutes ago, mickabouille said:

If so, a big part of the setup.tra file is unused (all the parts about protection spells and protection-stripping spells).

That would explain why I can't see the descriptions in-game

Corrrect... all of the components 5000 and up were removed and therefore all the .tra references from line last ~200 lines (everything starting "@5____") can be removed.

But, I don't understand why this would result in something being missing in-game?

Can you tell me what you are seeing, and steps to reproduce?

EDIT - oh, you mean the fact that Magic Battles Revised doesn't have a French translation?

Edited by subtledoctor
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