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Possible issues !


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Hello Everyone,

During the development of a mod project some irregularities appeared...

Maybe some of them are already know...


Item: RODSWORD (BG2EE)
The opcode 109 (paralysis) is duplicated in the combat abilities.

Item: SHLD09P (BG1EE)
An opcode 62 has a value of 3 (1 additional level 1 and 2 spell) instead of 4 (1 additional level 3 spell)


I recently saw on the G3 discord, a conversation between @CamDawg and @morpheus562 about "Firetooth"...
It seems that : (the following applies to all weapons with unlimited ammunition)

Used without ammo, Firetooth uses the ranged header.
Used with ammo, Firetooth uses the ranged header too.
All of the damage, to-hit bonuses and effects are defined in ranged header.


For IESDP :

- Opcode 1, Type 3 :
IESDP : Only functions when using Timing Modes 2/5/8 (even in SPLs).
... True but...
Its effect is the one of type 1 if from an EFF file (opcode 177, 283) or if timing is 1
Type 3 is not cumulative, if an effect of this type is already in progress, the next one will have no effect...

- Opcode 18, Type 6
IESDP : 6 ⟶ Non-cumulative Modifier: HP = HP + 'Statistic Modifier' value (affects current and max HP) (EE only)
...Observed...
Cumulative, incompatibilities are eventually made with opcode 12, but used directly, its effect is strictly identical to that of type 0, thus cumulative

- For Opcode 42 and 62, Spell Level 512 is missing
It allows to double the number of spell slots exclusively for the spell level specified in Slot Amount Modify


If you have any questions or comments, I will pass them on to Selphira and Rivvers, the modders who spotted these issues...

Thanks for your work on the EE fixpack !

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Hello, more irregularities....


Opcode 100: Protection: from Creature Type
9 ⟶ KIT.IDS (EE only)
Not configured, no effect


Opcode 105: Stat: Gold
0 ⟶ Cumulative Modifier: Gold = Gold + 'Statistic Modifier' value (not for the members of the group)
0 ⟶ Cumulative Modifier: Gold = Gold - 'Statistic Modifier' value (for the members of the group)
Note: Type= 1 0 can only remove gold. Gold amount has a lower bound of 0. (for the members of the group)
The effect modifies GOLD.  =>Only for not the members of the group (otherwise directly modifies the total amount of gold of the group)


Opcode 108: Stat: Reputation
4 ⟶ Reset Party Reputation to 100 (only in EEs) Party Reputation = 'Statistic Modifier' value, cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)
5 ⟶ ????? (Party Reputation * 'Statistic Modifier' value) / 100, cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)


Opcode 112: Item: Remove Item
Parameter #1: Irrelevant
If the item is removed from the inventory :
0 ⟶ Play EFF_M02.WAV
1 ⟶ Play AMB_D02B.WAV
2 ⟶ Play Resource2 .WAV
3+ ⟶ No sound


Opcodes 153-154-156-157-158
Parameter #2: Mode
Known values for Mode are:
    0 ⟶ Default overlay, "XX.BAM"
    1 ⟶ Custom overlay, Resource field: Animation file (VVC or BAM)
Important: Both parameters should be 0 (zero).


Opcode 79: Cure: Disease
Cure feeblemind too, like opcode 77


Opcode 178 Spell Effect: THAC0 vs. Creature Type Modifier
Opcode 179 Spell Effect: Damage vs. Creature Type Modifier
9 ⟶ KIT.IDS (EE only)
Not configured, the bonus will affect all creatures regardless of their kit


Opcode 213 Spell Effect: Maze
Parameter #1:    Type Irrelevant
Parameter #2:    Irrelevant Type


Opcode 217 Spell Effect: Unconsciousness 20HP
Parameter #2:    Irrelevant     Wake on Damage?
Special: ? ? ? Icon
When calling opcode 39, parameters 2 and special are copied. These two parameters have the same function as opcode 39.

Edited by JohnBob
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More possible issues for BG2EE...

- Spell : SPWI620

Opcode 165 when cast at level 19, the spell lasts 5 rounds instead of 3.

- Spell : BHAAL1A

The target of opcode 164 is not consistent and differs between levels, sometimes it is 2-pre-target sometimes it is 3-party.

- Spell : SPIN685

At level 1, opcode 12 bypasses the magic resistance (3-Dispel/Bypass resistance), but not at higher levels (1-Dispel/Not bypass resistance)

- Spell : SPIN826

At level 1, opcode 97 is configured to add 50 to the exceptional strength, although it should be set to 50. For higher levels the exceptional force is set.

- Spell : SPIN828

At level 1, opcodes 16 and 93 have a power of 1, while all other levels have a power of 3

- Spell : SPWI411

Opcode 101, which protects against opcode 23, 24 and 106, bypasses the resistance at level 16, but does not bypass the other levels (lower and higher)

Edited by JohnBob
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On 8/29/2022 at 11:26 AM, JohnBob said:

Item: SHLD09P (BG1EE)
An opcode 62 has a value of 3 (1 additional level 1 and 2 spell) instead of 4 (1 additional level 3 spell)

This is an unused 1pp item, but it's fixed anyway.

On 8/29/2022 at 11:26 AM, JohnBob said:

Item: RODSWORD (BG2EE)
The opcode 109 (paralysis) is duplicated in the combat abilities.

Luke or DavidW got this already as part of the redundant opcodes and/or paralyzation fixes.

On 10/24/2022 at 11:34 AM, JohnBob said:

- Spell : SPIN685

At level 1, opcode 12 bypasses the magic resistance (3-Dispel/Bypass resistance), but not at higher levels (1-Dispel/Not bypass resistance)

This is fixed, but doesn't really matter. This is the magic missile spell that Imoen uses in the cutscene in the Promenade.

On 10/24/2022 at 11:34 AM, JohnBob said:

- Spell : SPIN826

At level 1, opcode 97 is configured to add 50 to the exceptional strength, although it should be set to 50. For higher levels the exceptional force is set.

Also fixed, but it would be pretty rare to encounter: Mazzy would have to use her strength spell when level drained below level 7 to see this.

On 10/24/2022 at 11:34 AM, JohnBob said:

- Spell : SPWI620

Opcode 165 when cast at level 19, the spell lasts 5 rounds instead of 3.

- Spell : BHAAL1A

The target of opcode 164 is not consistent and differs between levels, sometimes it is 2-pre-target sometimes it is 3-party.

- Spell : SPIN826

At level 1, opcode 97 is configured to add 50 to the exceptional strength, although it should be set to 50. For higher levels the exceptional force is set.

- Spell : SPIN828

At level 1, opcodes 16 and 93 have a power of 1, while all other levels have a power of 3

- Spell : SPWI411

Opcode 101, which protects against opcode 23, 24 and 106, bypasses the resistance at level 16, but does not bypass the other levels (lower and higher)

These are fixed. Also reviewed and fixed these on BGEE/SoD (except bhaal1a, which isn't there) even though most of them are unused.

Committed.

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Thank you.

To clarify these findings are not of my making, but from Selphira and Rivvers of the French community!

I help as I can but most of it are beyond my understanding...

18 hours ago, CamDawg said:

This is an unused 1pp item, but it's fixed anyway.

Luke or DavidW got this already as part of the redundant opcodes and/or paralyzation fixes.

This is fixed, but doesn't really matter. This is the magic missile spell that Imoen uses in the cutscene in the Promenade.

Also fixed, but it would be pretty rare to encounter: Mazzy would have to use her strength spell when level drained below level 7 to see this.

These are fixed. Also reviewed and fixed these on BGEE/SoD (except bhaal1a, which isn't there) even though most of them are unused.

Committed.

Yes, these cases can be rare, they come up during the development of a project that requires understanding the possibilities of the opcodes.

18 hours ago, CamDawg said:

The rest are issues which should be posted for @lynx in the IESDP forum.

Okay I will post this to @lynx on this forum. Edit : To this thread...

Edited by JohnBob
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