CashDiver Posted July 24 Share Posted July 24 (edited) I've tried to assign the stun effect with Near Infinity to one of new mods items (Redfist Sabre), I don't know from which mode this weapon is. It's all new for me so I did it with some help. But it didn't work. I did it through savegame gam file editing the item in characters inventory. Here are the mods if required: BG1 Unfinished Business v32 BG1 Mini Quests and Encounters v27 BG1 NPC Project v32 BG2 Unfinished Business v.28 The Stone of Askavar v2.4 Ascalons Questpack v5.2 lefreut's Enhanced UI v4.8 Here is the result: Edited July 24 by CashDiver Quote Link to comment
CashDiver Posted July 24 Author Share Posted July 24 Sure, I pushed "Save" and also "Save As" in the previous window after editing. I also tried it with 100% for both probalities, nothing happened. Quote Link to comment
jmerry Posted July 24 Share Posted July 24 (edited) It's those dice/level parameters. For most opcodes, including stun, those provide a level-based filter on what creatures it can effect. With the numbers you've got there, only creatures with level ≤ 1 and level ≥ 9 are affected. In other words, none of them. Oh, and regarding the probabilities? Setting both to 100 creates an effect with a 0% chance of happening. That 30/0 is a 31% chance, and changing it to 100/0 would be a 100% chance. It's all about the range between the two numbers (and how it intersects with the range from 0 to 99). Edited July 24 by jmerry Quote Link to comment
CashDiver Posted July 25 Author Share Posted July 25 (edited) Thanks, I messed these dice/level parameters and removed them for now, the effect worked but in a completely different way. It triggers when equipped and affects the character despite the Target value is Preset target. Party members including character also try to make a saving throw when character equipping this weapon. Effect should affect the hit target. No other changes were maid. Edited July 25 by CashDiver Quote Link to comment
jmerry Posted July 25 Share Posted July 25 Ah. Well, that isn't something that you can see based on the effect alone. It's about where the effect is. If you want an effect to apply to whatever a weapon hits, it needs to go on the weapon's attack ability. Quote Link to comment
CashDiver Posted July 26 Author Share Posted July 26 Do you mean an order of effects? The discussed weapon already had four of them so the new effect was last in turn. I moved it closer to Item ability field by Cut/Paste, but everybody still tries to make a saving throw and the effect affects the equipped character. Here is how the things are: Quote Link to comment
CashDiver Posted July 26 Author Share Posted July 26 Woohoo, it works fine now. I moved it to the separate item ability window. Thanks for help! Quote Link to comment
jmerry Posted July 26 Share Posted July 26 Yes, that's what I meant. Top-level "Effect" entries on an item are normally equip effects. For example, this item has the "set color" effects that govern its equipped appearance. Then you get the equip-adjacent effects like that opcode 319 effect (judging by the "Redfist Sabre" name, it's probably there so shamans can't use it; shamans have the same class usability flags as druids, so anything one class can use that the other can't has to be done with 319s). Anything there with a target other than "self" or a timing other than mode 2 "when equipped" gets very wonky. For an effect like "this weapon hits someone, and that does something", the effect has to belong to the item's attack ability. That "Melee" ability is what lets you swing the weapon and hit a target for damage; any effects you add to that ability will apply after that damage is dealt. The order of effects can matter sometimes, but all it does intrinsically is set the order in which things are resolved. If it's earlier in the list, it gets dealt with earlier. For example, buff spells typically have an opcode 321 effect for anti-stacking purposes. As the very first thing this spell does, remove all currently ongoing effects of this spell from the target. Then apply a new set of those effects. You cast Armor of Faith last round for 25% resistance to everything - casting a new instance of Armor of Faith will just refresh the duration, not increase that resistance to 50%. What if that op321 effect weren't the first? Then we'd be removing the effects we'd applied just now - completely counterproductive. So order matters when effects interact with other effects in the same bunch. Here, with stuff like color changes and that op319, it doesn't matter. Those would do the same thing in any order. Quote Link to comment
CashDiver Posted July 26 Author Share Posted July 26 Thanks a lot, I'll keep it in mind. And what about these dice/level parameters, how exactly do they affect? Quote Link to comment
jmerry Posted July 27 Share Posted July 27 To quote the IESDP: Quote When this field is non-zero, all opcodes except for opcode #12, opcode #17, opcode #18, opcode #218 (only when parameter2=1), opcode #331, and opcode #333, treat it as Maximum Level, meaning that only creatures whose level attribute is less than or equal to this value will be affected by the effect. Note: When this field is used as Maximum Level: A 7 ➔ 1 dual-class character qualifies as HD 7, even though the level 7 class is still inactive. A 1/7/1 multi-class character qualifies as HD 7, not level 3 (average). The 2nd/3rd class levels are NOT included for single-classes. A 1/30/1 single-class character qualifies as HD 1. And swap "Maximum" to "Minimum" for the other side. There are a few effects - most commonly damage and HP changes - that roll the dice. Everything else uses these fields to impose a level filter, like the classic Sleep spell. Quote Link to comment
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