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[Solved][Beta 6][IWD:EE] Lance of Disruption cast from a scroll damaged the caster


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Pretty self-explanatory, I caught it on a screenshot.

Looked over Beta 7 release notes, didn't see anything about this so I'm posting here:

Quote

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.9.22.1-alpha
~EEEX/EEEX.TP2~ #0 #1 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.9.22.1-alpha
~EEEX/EEEX.TP2~ #0 #2 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.9.22.1-alpha
~EEEX/EEEX.TP2~ #0 #3 // Timer module - Show modal actions (red bar): v0.9.22.1-alpha
~EEEX/EEEX.TP2~ #0 #4 // Timer module - Show contingencies (green bar): v0.9.22.1-alpha
~EEEX/EEEX.TP2~ #0 #5 // Timer module - Show spell/item cooldowns (cyan bar): v0.9.22.1-alpha
~EEEX/EEEX.TP2~ #0 #6 // Time step module - Advance 1 game tick on keypress: v0.9.22.1-alpha
~EEEX/EEEX.TP2~ #0 #7 // Hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.9.22.1-alpha
~BUBB_SPELL_MENU_EXTENDED/BUBB_SPELL_MENU_EXTENDED.TP2~ #0 #0 // Bubb's Spell Menu Extended: v4.7.1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #171 // Unique Icons [Lava] -> Replace all icons: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #230 // Restore IWD Tooltips: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> PnP restrictions: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True grandmastery [Baldurdash]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps [Ardanis/GeN1e]: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3242 // Friendly Random Drops -> Exchange with merchants: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize Automatic Save Names -> Use scheme: 000000000-Protagonist-Save-Name: v16
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3350 // Create Interval Saves [argent77] -> Every 15 minutes (one save only): v16
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1600 // Use Baldur's Gate-style Insect Plague and Creeping Doom instead of Icewind Dale versions: Beta 6
~DW_TALENTS/DW_TALENTS.TP2~ #0 #1610 // Use Baldur's Gate-style Mordenkainen's Sword in addition to Icewind Dale version: Beta 6
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2000 // Install all spell tweaks (if you don't select this, you will be given a chance to choose by category): Beta 6
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2500 // Add 9 new arcane spells: Beta 6
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): Beta 6
~DW_TALENTS/DW_TALENTS.TP2~ #0 #2520 // Revised Elementals: Beta 6
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40750 // Adjust opposition schools for speciality mages (see readme for details) -> Use Baldur's Gate opposition schools: Beta 6
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40800 // Require speciality mages to memorize at least one spell per level from their speciality school: Beta 6
~DW_TALENTS/DW_TALENTS.TP2~ #0 #40900 // Allow multiclassed and dual-classed mages to become specialists and wild mages: Beta 6
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3510 // Wider availability of wizard spell scrolls in Icewind Dale: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Revised inn rooms: more expensive, more benefits: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6020 // Smarter general AI and better calls for help: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 35.10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6700 // Revised Icewind Dale Undead: 35.10

lanceofdisruption.jpg

Edited by marco_costa
not a ToF issue
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I can say without having ToF installed that this happens in an unmodded game due an interaction of several factors:

1. Path projectiles are hardcoded to always affect the caster as one of the targets being hit so items/spells using such projectiles try to block the caster from being affected by his/her own spell via an opcode 318 param2 = 43 (if target is source). This effect is the first effect in the effect order of the spell (applied onto each creature the projectile hits, including the caster).

2. An engine bug occours when you pause the game and the effect order of an item/spell applied just at the moment the game is paused is messed up, among other things. As such, the caster protection effect discussed above is invalidated if you happen to pause the game at the wrong moment, which I can see you did based off of the screenshot.

The red/pink projectile and trailing smoke do look pretty. :)

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Even the hacky ways (which were used pre-EE, as opcode 318 didn't exist back then) are vulnerable to pauses scrambling the order - it doesn't matter what sort of protection effect you're using if the payload lands before the protection can be processed. There's really no good way around this engine bug.

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Since we're talking about that -- is there a rough approximation as to how much time after the cast should pass before it's definitely safe to pause?

And does it happen with any spell? Would like to know about that, and if there's a known type of magical effect that is more susceptible than others

Edited by RoyalProtector
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