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[IWDEE] Spell fixes


CamDawg

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Posted (edited)
  • Chill Touch should correctly affect UNDEAD without permanently removing their immunity to Panic (see here).
  • The Grease spell (in particular "spwi101b.spl" and "spwi101c.spl") should apply the GREASE stat.

    As you can see, those two subspells are not applying the aforementioned stat, nor the GREASE spell state. This might confuse both later patches and AI.
    As a result, I suggest replacing op215 with op158 (param2=1|custom overlay; resource="greaseb" on "spwi101b" and resource="greasec" on "spwi101c").
  • The Grease spell (in particular "spwi101b.spl" and "spwi101c.spl") should not interfere with deflection/reflection/trap.

    Since this spell is supposed to be an AoE spell, the `power level` of the effects in those two subspells should be 0 (this issue also affects Wall of Moonlight, see here for further details...)
  • SPL files flagged as GENERALIST

    There are a lot of SPL files (f.i. "spin192.spl", "umbergaz.spl", "#beltyn.spl", "firau1d6.spl", "spin188.spl", etc...) that are currently flagged as GENERALIST (Header @ 0x25).
    They should not have "Primary Type: 9|Generalist" (nothing should, unless it grants no save): this results in specialist save modifiers for Trueclass/Generalist creatures! They should have "Primary Type: 0|None" (unless they're subspells such as "#beltyn.spl", which should have "Primary Type: 7|NECROMANCER" to match its parent "spwi422.spl"...)
Edited by Luke
Posted (edited)

So, I'd like to discuss all those trailing op206/318 effects (notably @kjeron).

In particular, I suspect they are relic from the past to prevent stacking issues... But since nowadays we have op321, I think they should be removed...

Spoiler
  • cwoslim.itm (Attack)
    • that trailing op318 effect should be deleted and an op321 effect should be added right after the STAT RESISTPOISON check (op318)
  • #cofear.spl
    • that trailing op206 effect should be deleted and an op321 effect should be added right after the GENERAL=UNDEAD / RACE=GOLEM check (op324)
  • spin132.spl / sppr617.spl (Wing Buffet)
    • that trailing op206 effect should be deleted and an op321 effect should be added right after the Evasion check (op324)
    • "whirlw.pro" (Whirlwind): explosion frequency (@ 0x210) should be changed to 100 ticks (1 round) and # repetitions (@ 0x216) should be changed to 2 (so as to preserve the overall projectile's duration of 2 rounds)
  • spin139.spl (Harpy Wail)
    • that trailing op318 effect should be deleted and an op321 effect should be added right after the SPLSTATE=DEAFENED check (op318)
  • spin161.spl
    • that trailing op318 effect should be deleted and an op321 effect should be added right after the RACE=GOLEM check (op324)
  • sppr250.spl (Writhing Fog)
    • that trailing op206 effect should be deleted and an op321 effect should be added right after the STAT RESISTCOLD check (op324)
  • sppr419.spl (Produce Fire)
    • that trailing op206 effect should be deleted
    • "idpro215.pro" (Produce_Fire): explosion frequency (@ 0x210) should be changed to 100 ticks (1 round) and # repetitions (@ 0x216) should be changed to 1 (so as to preserve the overall projectile's duration of 1 round)
    • in this particular case, op321 is not needed since the spell just deals some fire damage (i.e., there would be nothing to remove...)
  • sppr428.spl (Wall of Moonlight)
    • that trailing op206 effect should be deleted
    • "womoon.pro" (Moon_Wall): explosion frequency (@ 0x210) should be changed to 1000 ticks (10 round) and # repetitions (@ 0x216) should be changed to 1 (so as to preserve the overall projectile's duration of 10 rounds)
    • in this particular case, op321 is not needed since the spell just deals some magic damage (i.e., there would be nothing to remove...)
  • spwi101.spl (Grease)
    • that trailing op206 effect should be deleted and a leading op321 effect should be added to "spwi101b" and "spwi101c"
    • “idpro101.pro" (Grease): explosion frequency (@ 0x210) should be changed to 100 ticks (1 round) and # repetitions (@ 0x216) should be changed to 10 (so as to preserve the overall projectile's duration of 10 rounds)

Thoughts...?

Edited by Luke
Posted

 

  • Whirlwind won't function correctly regardless of what's done to it right now.
  • #cofear, spin132, spin139, and spin161 have nothing that stacks, which leads me to believe op206 is there to prevent a creature from being affected too often (for balance reasons).
  • Writhing Fog is the same issue in BG1/2, no clue why Beamdog implemented it that way, as it came with the Shaman class, not the original game.
  • Produce Fire is setup that way so that any creature entering the area over the next round takes the damage.  Changing it to a single repetition may as well remove the frequency entirely.
  • Walls (rectangular AoEs) automatically trigger every tick, their frequency only determines the overall duration.  While you can make them respect their frequency, it would make far too easy for creatures to safely run through them between triggers.
Posted (edited)
23 hours ago, kjeron said:

Whirlwind won't function correctly regardless of what's done to it right now.

Ah, yes: the "Bounce from walls" flag is not compatible with ability target 4... I'm unsure about original intent here... Guess I'll leave things as they are then (though I'll make sure that trailing op206 effect is not blocked by Seven Eyes...)

23 hours ago, kjeron said:

#cofear, spin132, spin139, and spin161 have nothing that stacks, which leads me to believe op206 is there to prevent a creature from being affected too often (for balance reasons).

I see, I did not think about 'balance reasons' (I thought they should reapply every time you fail the save...) Guess I'll leave things as they are then (though I'll make sure that trailing op206/318 effect is not blocked by Seven Eyes...)

Anyway, if that's indeed for 'balance reasons', then the op206 effect in "#cofear" should bypass MR, should not be dispellable and should grant no save (so that you are subjected to it only once per 3 rounds...)

23 hours ago, kjeron said:

Writhing Fog is the same issue in BG1/2, no clue why Beamdog implemented it that way, as it came with the Shaman class, not the original game.

Yeah, you are right: it's coded in the same way in BG1/2. Having said that, I think this spell should use op321 (in place of op206) and all limited effects (Slow) should have a duration of 7 (i.e., the smallest integer value strictly greater that 100 ticks...)

23 hours ago, kjeron said:

Produce Fire is setup that way so that any creature entering the area over the next round takes the damage.  Changing it to a single repetition may as well remove the frequency entirely.

I see. Guess I'll leave things as they are then (though I'll make sure that trailing op206 effect is not blocked by Seven Eyes...)

23 hours ago, kjeron said:

Walls (rectangular AoEs) automatically trigger every tick, their frequency only determines the overall duration.  While you can make them respect their frequency, it would make far too easy for creatures to safely run through them between triggers.

I see. Guess I'll leave things as they are then...

Having said that, in all cases my main concern is about multiple castings. Does a trailing op206/318 effect interfere with multiple castings on the same target? Testing environment: attach op188 and op189 (Set to 0) as global (equipped) effects to an item and repeatedly cast them...

 

Separately, let us discuss TRAP_DEATH_FOG (spwi030.spl) and WIZARD_DEATH_FOG (spwi614.spl)

These two SPL files are basically the same thing but are coded differently.

  • Can you confirm the trap is implemented better (simply because it does not use spell states...?)
  • Can you confirm in both cases there are problems with multiple castings...? I mean, if the first instance is, say, at the fourth round (16 damage), then a second instance of the same spell would immediately start from 16 damage (4 and 8 would be skipped...) Anyway, I don't think there's a workaround here, right...?
Edited by Luke
Posted

Small IWDEE bug caused by the current EE Fixpack from the repo.

Chromatic Orb is missing the 2d8 magic damage on the level 7 effects.

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