devSin Posted February 25, 2006 Share Posted February 25, 2006 The following spells look like they should be flagged hostile, but they aren't. I've omitted symbol/glyph spells (including Delayed Blast), Earthquake, Teleport Field, Wizard Eye, dispel spells, divination spells, and Repulse Undead. SPPR105.SPL (Entangle): Does NOT break invisibility SPPR204.SPL (Charm Person or Mammal): Does NOT break invisibility SPPR208.SPL (Hold Person): Does NOT break invisibility SPPR209.SPL (Know Alignment): Does NOT break invisibility SPPR211.SPL (Silence 15' Radius): Does NOT break invisibility SPPR302.SPL (Call Lightning): Does NOT break invisibility SPPR305.SPL (Hold Animal): Does NOT break invisibility SPPR313.SPL (Holy Smite): Does NOT break invisibility SPPR314.SPL (Unholy Blight): Does NOT break invisibility SPPR405.SPL (Mental Domination): Does NOT break invisibility SPPR503.SPL (Flame Strike): Does NOT break invisibility SPPR512.SPL (Greater Command): Does NOT break invisibility SPPR609.SPL (False Dawn): Does NOT break invisibility SPPR704.SPL (Nature's Beauty): Does NOT break invisibility SPPR705.SPL (Fire Storm): Does NOT break invisibility SPPR709.SPL (Confusion): Does NOT break invisibility SPPR710.SPL (Holy Word): Does NOT break invisibility SPPR715.SPL (Unholy Word): Does NOT break invisibility SPPR717.SPL (Creeping Doom): Does NOT break invisibility SPPR722.SPL (Storm of Vengeance): Does NOT break invisibility SPWI103.SPL (Burning Hands): Does NOT break invisibility SPWI104.SPL (Charm Person): Does NOT break invisibility SPWI112.SPL (Magic Missile): Does NOT break invisibility SPWI119.SPL (Larloch's Minor Drain): Does NOT break invisibility SPWI205.SPL (Horror): Does NOT break invisibility SPWI208.SPL (Know Alignment): Does NOT break invisibility SPWI211.SPL (Melf's Acid Arrow): Does NOT break invisibility SPWI213.SPL (Stinking Cloud): Does NOT break invisibility SPWI215.SPL (Web): Does NOT break invisibility SPWI217.SPL (Agannazar's Scorcher): Does NOT break invisibility SPWI303.SPL (Flame Arrow): Does NOT break invisibility SPWI312.SPL (Slow): Does NOT break invisibility SPWI314.SPL (Vampiric Touch): Does NOT break invisibility SPWI316.SPL (Dire Charm): Does NOT break invisibility SPWI324.SPL (Hold Undead): Does NOT break invisibility SPWI401.SPL (Confusion): Does NOT break invisibility SPWI411.SPL (Emotion): Does NOT break invisibility SPWI502.SPL (Cloudkill): Does NOT break invisibility SPWI503.SPL (Cone of Cold): Does NOT break invisibility SPWI506.SPL (Domination): Does NOT break invisibility SPWI507.SPL (Hold Monster): Does NOT break invisibility SPWI612.SPL (Power Word, Silence): Does NOT break invisibility SPWI615.SPL (Chain Lightning): Does NOT break invisibility SPWI711.SPL (Sphere of Chaos): Does NOT break invisibility SPWI714.SPL (Prismatic Spray): Does NOT break invisibility SPWI715.SPL (Power Word, Stun): Does NOT break invisibility SPWI720.SPL (Control Undead): Does NOT break invisibility SPWI805.SPL (Pierce Shield): Does NOT break invisibility SPWI810.SPL (Incendiary Cloud): Does NOT break invisibility SPWI812.SPL (Abi-Dalzim's Horrid Wilting): Does NOT break invisibility SPWI813.SPL (Maze): Does NOT break invisibility SPWI910.SPL (Imprisonment): Does NOT break invisibility SPWI911.SPL (Meteor Swarm): Does NOT break invisibility SPWI912.SPL (Power Word, Kill): Does NOT break invisibility SPWI922.SPL (Dragon's Breath): Does NOT break invisibility SPWI925.SPL (Comet): Does NOT break invisibility Link to comment
CamDawg Posted February 25, 2006 Share Posted February 25, 2006 Know Alignment seems like it should hold invisibility (Detect Evil does). Outside of that, these are patched. Link to comment
devSin Posted February 25, 2006 Author Share Posted February 25, 2006 Know Alignment has to be cast at a creature, though. I know there was an argument somewhere about how the magic has to "enter the target" and that bull, unlike Detect Evil which just gives the caster the ability to sense evil emanations. I don't think anyone anywhere actually uses the spell, though, so no big deal. Link to comment
icelus Posted February 25, 2006 Share Posted February 25, 2006 Kish is going to smack you. Link to comment
CamDawg Posted February 25, 2006 Share Posted February 25, 2006 I usually just think of the invisibility flag as the 'break sanctuary' or 'summon CW' flag. If Detect Evil is fine with sanctuary/the CWs, I don't really see an issue with Know Alignment. Link to comment
devSin Posted May 5, 2006 Author Share Posted May 5, 2006 I'd unroll these for the time being, as this has more consequences than I'd originally anticipated. Link to comment
SimDing0 Posted May 5, 2006 Share Posted May 5, 2006 The CWs don't use that flag, do they? I'm pretty sure defensive spells--Mirror Image, say--trigger them. Link to comment
devSin Posted May 6, 2006 Author Share Posted May 6, 2006 What is "CW"? I think the original confusion (from whoever created these spells) may have come from the fact that summoning spells all have effects target: self. The engine only uses the target type, however, so these spells break invisibility anyway (since they're all any point in range; the only effect this flag has is to start the combat counter). With an ability of target type 4, even if you click on the caster, invisibility will still be broken since the engine uses the point, not the actor. There are few legitimate uses for this flag. If a spell has a target type other than enemy, or if the caster is target self even though it's a hostile spell, and the effects are something other than damage, then the flag should be used to have the target change allegiance (if appropriate) and set LastAttackerOf() to the caster. So, a spell like Wail of the Banshee uses target: self, but obviously BioWare wanted it to break invisibility since the flag is set. A single target spell like Deafness also has this flag set, since casting it at the target is an overt hostile action (in this case, it has nothing to do with breaking invisibility, since casting at a different actor will break the invisibility by default). A spell like Web already breaks invisibility, since you're casting at a different target (not target: self). After following my suggestion to set the flag, the combat counter would start, and any neutral in the AoE would Enemy() (setting LastAttackerOf() to the caster), even though the effects aren't overtly hostile. Enemies entering the area would remain hostile, and would set LastAttackerOf() to the caster (forcing them to acquire the new target if they didn't have one already). There needs to be a bit more testing before the above is taken entirely seriously, but my current thought is that there are very few cases where this flag should ever be set, and we should just ignore it (don't remove or set it, just let it be). Link to comment
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