Horred the Plague Posted March 24, 2006 Author Share Posted March 24, 2006 Will the CURSED spells be covered under DISPEL_BAD? If so, then that is the one that I would drop first. <{POST_SNAPBACK}> We'll have to ask Xyx exactly what he wanted it for. If that was the case, I agree fully with dropping it. Link to comment
cirerrek Posted March 24, 2006 Share Posted March 24, 2006 Will the CURSED spells be covered under DISPEL_BAD? If so, then that is the one that I would drop first. <{POST_SNAPBACK}> We'll have to ask Xyx exactly what he wanted it for. If that was the case, I agree fully with dropping it. <{POST_SNAPBACK}> I requested the CURSED (Penalties Stat) If we've got it covered elsewhere, then I say it can go. Link to comment
SimDing0 Posted March 24, 2006 Share Posted March 24, 2006 I can also tell if "somebody else" is currently in a cloud (under its effects or not). Range checks cannot do that, vs an invso CRE's position. Okay, yeah, you're right. The ability to find somebody who isn't in the cloud and run to them is something I wouldn't want to sacrifice. (And doing it using shouts under my system would be shaky at best.) Link to comment
Horred the Plague Posted March 28, 2006 Author Share Posted March 28, 2006 I little added blurb on Scripting State 10. I found an in-game script that actually uses it: MELISS02.bcs. So, we now have twice the reason for moving Blade Barrier. Avenger also says that STAT # 184 has only a very obscure, unknown use that is linked to it (something about "SoundMN" ? ). We can probably canniballize this one as well, with few consequences. Now that BPv176 is out, I hopefully can 1) take a few days off before 2) getting this package set up and released, then 3) incorporating it into the next release of BP. So think up the good use of this new Stat, while I am hopefully taking a short, but much-needed, sabbatical from modding. Link to comment
Avenger Posted March 31, 2006 Share Posted March 31, 2006 Well, check out the IESDP board and weep. Many of the stats between 166 and 199 are already used by the engine. Some of them are used quite commonly. On the other hand, most lingering effects are detectable without resorting to additional tricks. Link to comment
Horred the Plague Posted April 1, 2006 Author Share Posted April 1, 2006 Actually, that list doesn't make me weep at all. You and I had figured out that those slots were filled by "something" back in TeamBG days. I haven't used them since before BPDetectStatv1. Actually, it's good news. We didn't think any of those higher SCRIPTINGSTATE's were available, and if this list holds I see there are a couple extra to use. Thanks for the research; very timely! Link to comment
Avenger Posted April 1, 2006 Share Posted April 1, 2006 Most of these stats are of course ToB only. It could be that some of them work with BG2, but i wouldn't bet on it. Link to comment
Horred the Plague Posted April 2, 2006 Author Share Posted April 2, 2006 If the stats themselves do not work in BG2, do the values at least exist as "valid to use"? For example, if I wanted to set up a stat for SS26 (#182) in SoA, would it work? I just considered that we should perhaps detect an soa-only vs an soa-tob install, and use two seperate packages if necessary. Link to comment
Galactygon Posted April 4, 2006 Share Posted April 4, 2006 I have an interesting theory that could allow the game to handle hundreds of stats that has been untested so far. If the CastSpellRES() triggers work, as posted in this thread, then chances are it is possible to implement. My idea is to have the some affected creature cast some blank spell (via opcode #148) every round or so. The other creatures could use the SpellCastRES() triggers to detect whether or not the spell is cast by that creature, thus allowing them to check for states that recast a particular spell. The advantages: - Could potentially allow an unlimited number of "stats" to be used and checked. - There is no need to worry about resetting the stats to 0 after the spell expires. - There is no need to worry about using multiple values in a single stat ("stats" could now overlap). - Opcode #148 doesn't break invisibility/sanctuary (tested). The disadvantages: - Untested (there is a chance it might not work out). - Multiple creatures casting multiple spells every second could slow down the game (untested). - Since SpellCastRES() triggers expire a single round after the spell is cast, the trigger lags for 1 round after the spell is cast. So dispelling something 1 second (real-time) after a spell is cast doesn't dispel the state until 5 more seconds (if a round is 6 sec long) have passed or 4 more seconds (if a round is 5 sec long) have passed. There might be more secondary effects, but I am unaware of any of them at the moment. -Galactygon Link to comment
Avenger Posted April 4, 2006 Share Posted April 4, 2006 Creatures casting spells disrupt their script, dunno if you want this. Link to comment
Galactygon Posted April 4, 2006 Share Posted April 4, 2006 You could set the parameters so the spell is cast instantly/automatically. In that case, even if the creature is held, stunned, etc. the spell will be cast without disruption to any actions. -Galactygon Link to comment
CamDawg Posted April 4, 2006 Share Posted April 4, 2006 I've moved the thread on SpellCastInnate() out of the Fixpack workrooms, so a broader audience can see the issues there. It's the same thread from which devSin quoted himself earlier in this thread. Link to comment
SimDing0 Posted April 5, 2006 Share Posted April 5, 2006 I mentioned at BlackWyrm that I believe there may be benefit in distinguishing between BG1 and BG2 in terms of Detectable Spells. A separate package for Tutu would allow greater precision in its DS without having to worry about BG2 high-level rubbish--we would likely not be needing to discuss which stats to drop/replace. Horred pointed out that BGT would not be able to benefit from this, but Galactygon seems to be believe that my proposal of "switching" DS half way through the game would be possible. Thoughts? Link to comment
Horred the Plague Posted April 11, 2006 Author Share Posted April 11, 2006 Work has commenced on the Scriptable Stats package. If TuTu players want their own special package, I suggest they get crunching as well. I'm making one (1) package; no more, no less. I actually made a decent dent in just a few hours. Some of the bigger issues that remain: I added code for global (equipping) effects to the tp2 file--this is yet untested. (The code is necessary for many of the newly added items). I have to address the WEAPON_ENCHANTMENT issue, for items. I'm thinking a nice REG_EXP GLOB block for this part, rather than tracking down every weapon. It will have to be set up, of course. DISPEL_GOOD and BAD: These are pretty cut and dry in implementation, thanks to KD's system. However, there are a few hundred entries to deal with! I've only researched wizard and priest spells, not items yet--and I have a couple hundred or so entries for these two stats. And here is the stat list I'm working with. Some of these entries express Avenger's new findings, as you'll see: 109 IMMUNITY_ENCHANTMENT 110 WEAPON_ENCHANTMENT 116 SPELL_DEFLECTION 117 PROTECTION_ALIGNMENT 118 TRUE_SIGHT 119 MIND_SHIELD 120 PROTECTION_SPELL_LEVEL 121 IMMUNITY_NECROMANCY 122 PHYSICAL_MIRROR 123 IMMUNITY_ABJURATION 124 REGENERATION 125 FIRE_SHIELD 126 IMMUNITY_ALTERATION 127 IMMUNITY_CONJURATION 128 PROTECTION_MAGIC_WEAPONS 129 SPELL_TURNING 130 IMMUNITY_DIVINATION 131 FREE_ACTION 132 KHELBENS_WARDING_WHIP 133 IMMUNITY_ILLUSION 134 LEVEL_DRAINED 156 SCRIPTINGSTATE1 157 DEATH_WARD 158 NEGATIVE_PLANE_PROTECTION 159 COMBAT_BUFF 160 ARMOR_SPELL 161 STRENGTH_BUFF 162 IMMUNITY_INVOCATION 163 NEEDS_BREACH 164 SPELL_TRAP 165 BLADE_BARRIER 166 MELEE_THAC0 167 MELEE_DAMAGE 168 MISSILE_DAMAGE 169 NO_CIRCLE 170 FIST_THAC0 171 FIST_DAMAGE 174 DISABLE_OVERLAY 175 IMMUNE_TO_BACKSTAB 176 GAZE_REFLECTION 177 SPELL_SHIELD 178 RESIST_FEAR 179 DISPEL_BAD 180 INSIDE_OF_CLOUD 181 PROTECTION_NORMAL_WEAPONS 182 DISPEL_GOOD 183 OFFSCREEN_AI 189 CHAOS_SHIELD 191 USE_ANY_ITEM 192 ALWAYS_BACKSTAB 197 IMMUNE_TO_TIMESTOP Hopefully this list is sufficient for everybody; I re-extended the names, fit in every spell immunity, and hopefully covered everybody's wish list that I could. I'll try and get some more done later this week; hopefully it will ready for testing some time next week. Link to comment
cirerrek Posted April 13, 2006 Share Posted April 13, 2006 Work has commenced on the Scriptable Stats package. If TuTu players want their own special package, I suggest they get crunching as well. I'm making one (1) package; no more, no less. I actually made a decent dent in just a few hours. Some of the bigger issues that remain: I added code for global (equipping) effects to the tp2 file--this is yet untested. (The code is necessary for many of the newly added items). I have to address the WEAPON_ENCHANTMENT issue, for items. I'm thinking a nice REG_EXP GLOB block for this part, rather than tracking down every weapon. It will have to be set up, of course. DISPEL_GOOD and BAD: These are pretty cut and dry in implementation, thanks to KD's system. However, there are a few hundred entries to deal with! I've only researched wizard and priest spells, not items yet--and I have a couple hundred or so entries for these two stats. And here is the stat list I'm working with. Some of these entries express Avenger's new findings, as you'll see: 109 IMMUNITY_ENCHANTMENT 110 WEAPON_ENCHANTMENT 116 SPELL_DEFLECTION  117 PROTECTION_ALIGNMENT  118 TRUE_SIGHT  119 MIND_SHIELD  120 PROTECTION_SPELL_LEVEL 121 IMMUNITY_NECROMANCY   122 PHYSICAL_MIRROR  123 IMMUNITY_ABJURATION 124 REGENERATION  125 FIRE_SHIELD  126 IMMUNITY_ALTERATION  127 IMMUNITY_CONJURATION 128 PROTECTION_MAGIC_WEAPONS  129 SPELL_TURNING  130 IMMUNITY_DIVINATION 131 FREE_ACTION  132 KHELBENS_WARDING_WHIP  133 IMMUNITY_ILLUSION 134 LEVEL_DRAINED 156 SCRIPTINGSTATE1 157 DEATH_WARD          158 NEGATIVE_PLANE_PROTECTION     159 COMBAT_BUFF          160 ARMOR_SPELL 161 STRENGTH_BUFF          162 IMMUNITY_INVOCATION         163 NEEDS_BREACH         164 SPELL_TRAP          165 BLADE_BARRIER 166 MELEE_THAC0 167 MELEE_DAMAGE 168 MISSILE_DAMAGE 169 NO_CIRCLE 170 FIST_THAC0 171 FIST_DAMAGE 174 DISABLE_OVERLAY 175 IMMUNE_TO_BACKSTAB 176 GAZE_REFLECTION 177 SPELL_SHIELD 178 RESIST_FEAR 179 DISPEL_BAD 180 INSIDE_OF_CLOUD 181 PROTECTION_NORMAL_WEAPONS 182 DISPEL_GOOD 183 OFFSCREEN_AI 189 CHAOS_SHIELD 191 USE_ANY_ITEM 192 ALWAYS_BACKSTAB 197 IMMUNE_TO_TIMESTOP Hopefully this list is sufficient for everybody; I re-extended the names, fit in every spell immunity, and hopefully covered everybody's wish list that I could. I'll try and get some more done later this week; hopefully it will ready for testing some time next week. <{POST_SNAPBACK}> All right, where are the pom-pom smilies? Horred, Horred, he's our....ehmmmm, Horred. If he can't make it detectable, it ain't worth detectan. Link to comment
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