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Luke

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Everything posted by Luke

  1. Summon Nishruu ("spwi624.spl") and Summon Hakeashar ("spwi719.spl") summon two particular creatures that "... are immune to magic (except for Death Spell), and magic will actually heal it." Having said that, their script contains the following block which suggests that Dispel Magic is also meant to kill them. The problem is that the aforementioned block will never fire because the listed SPLs all use Ability Target 4... And script trigger "SpellCastOnMe()" ignores such Ability Target... I can easily provide a fix (by adding a new entry to "specific.ids" for instance, and updating all Dispel Magic files accordingly) but I'm unsure about developer intent... Are they meant to be killed by Dispel Magic spells/abilities or not...?
  2. Is this intended in the first place...? I've always thought the party should not earn XP from summoned creatures (whether they're hostile or not...)
  3. Yeah, this is true. As of now you can disable Two-Weapon Style by setting either BIT7 or BIT13 to 1 you can force Two-Handed Weapon Style by setting BIT1 to 1 It would be nice to have two other flags to disable Single-Weapon Style and Sword & Shield Style respectively... @Bartimaeus At least on EE games, item category "hand-to-hand weapons" simply prevents the Inventory screen from displaying the various Weapon Styles bonuses (if any) – Aside from that, Weapon Styles bonuses work as normal...
  4. As Bubb said, op233 needs to be applied with a limited timing mode in order to bypass Chargen proficiencies and override them. As a result: I attached an op272 effect (param1=1, param2=0, timing=2, resource="EFF") to all such weapons (Apply Repeating EFF, once per second) "EFF" => op146, timing=1, param2=1, resource="SPL" "SPL" op321, timing=1, resource="SPL" // refresh without stacking op233, param1=0, param2=PROFICIENCYSINGLEWEAPON, duration=2 // I put `duration=2` (instead of 1) because I do not want Slow to affect it – Slow is supposed to double the timing rate of op272 op233, param1=0, param2=PROFICIENCYSWORDANDSHIELD, duration=2 // I put `duration=2` (instead of 1) because I do not want Slow to affect it – Slow is supposed to double the timing rate of op272 op142, param2=<some_custom_icon>, duration=2 // I put `duration=2` (instead of 1) because I do not want Slow to affect it – Slow is supposed to double the timing rate of op272 That custom icon is needed to prevent the player from triggering the following bug: if you Dual-class when the Black Blade is equipped, the character permanently gains grand mastery in long swords So yes, as you can see, it is possible to override Chargen proficiencies. It's just a bit messy because it requires a UI hack. In particular, you can't level up / Dual Class until when such weapons are unequipped...
  5. Yeah, this is a known issue. The Fixpack will take care of it... Yeah, I missed that, thanks for noticing it. Will fix.
  6. I see. Engine bug...? I mean, we already have BIT7 / BIT13 to disable PROFICIENCY2WEAPON... Why should the engine apply PROFICIENCYSINGLEWEAPON when the currently-selected weapon is in SLOT_MISC19 ...? Very hacky I'd say... You know, there is no way to know a priori how many pips you have in PROFICIENCY2WEAPON... Guess we could disable (set to 0) PROFICIENCYSINGLEWEAPON when such weapons (BBoD / Phantom Blade / Seeking Sword / etc...) are equipped (I've already coded that)... In so doing, you won't benefit from neither PROFICIENCY2WEAPON nor PROFICIENCYSINGLEWEAPON...
  7. Yes, I fear @RoyalProtector is right... @Bubb Can you confirm op111 messes with Two-Weapon style even if BIT7 (Left-handed) and BIT13 (Forbid off-hand weapon) are both set to 0 in the ITM file at offset 0x18...?
  8. Are you sure the BBoD ignores Two-Weapon style...? It is working fine for me... As far as the other magical weapons are concerned, they all disable Two-Weapon style (unless they're actual weapons such as the BBoD / Phantom Blade / Seeking Sword / etc...). On top of it, the Fixpack will make sure all one-handed natural creature weapons (from Polymorph abilities) and Touch attacks (Shocking Grasp and the like) do not benefit from Sword and Shield Style and Single-Weapon Style... Since they're not actual weapons, you should not benefit from those styles...
  9. The new method uses a single return-to-self ability, whose description is fine. The other return-to-self abilities have been redirected to cast the new SPL file (they're otherwise unused, so their description is irrelevant... Having said that, I should probably fix it in any case...). As far as the various "End Slayer Change" are concerned... @kjeron Should we edit them to cast the new return-to-self ability (i.e. "SPINHUMR.SPL")...? I'm particularly referring to the ones used in scripts (cutscenes)... The others are no longer needed...
  10. Yes, but then install order comes into play. In fact, such a mod should be installed after mods that add spells / items granting protection against Panic... But there is no way to know how many there are... Thanks to this new method, install order is no longer relevant... Exactly (I should have clarified it better...) As a result, you @CamDawg might want to edit your guide accordingly...
  11. Yes, you're right, will fix. Thanks for noticing it. I'll update it so as to match the Druid variant ("spcl112.spl"), whose description does mention that... Thanks for noticing it. I'll update it so as to match the Druid variant ("spcl113.spl"), whose description does mention 25... As far as this is concerned, guess I'll assume description is correct ( @CamDawg ) and thus change Strength accordingly (so basically in this game this form is stronger than its BG variant...)
  12. Well, it depends... What if a mod uses a brand new (custom) Panic icon instead of the existing one? The old method cannot predict this kind of stuff... Actually, `power` should be left as is (you know, in case of Spell Turning, op318/324 effects should be reflected back...)
  13. Yes, you're right, thanks for noticing it.
  14. I do agree. That also means "jellgr1.itm" should use the Disease opcode (78) instead of the Poison opcode (25)...
  15. The universal Natural Form ability is castable at will and applies two subspells: "SPINHUME.SPL" it heals the caster for 3d10 HP only relevant for Fire / Earth Elemental Transformation the caster is automatically protected if not transformed into one of these two forms "SPINHUMR.SPL" as already said, this subspell will cancel any previous polymorph and the Slayer Change delayed damage (you know, the "You feel your control slipping..." damage...) So yes, it terminates any existing polymorph and clears the Magical Weapon Slot
  16. Exactly. Not necessarily. @kjeron showed me a way (LUA function) to prevent the player from clicking either the "Dual Class" button or the "Level Up" button in case of "temporary" proficiency bonuses (you just need a portrait icon). Yes, technically speaking, op182 is not needed... I wanted to use it so that the bonus is immediately removed upon unequipping the item (instead of waiting for 1 second or whatever duration you set in the EFF...). However, as I said, unlike op183, the bonus does not get removed ... In the meantime, I'm using this new setup: So basically the bonus will get removed after 1/2 seconds (depending on when the op272 effect triggered since the last time) instead of immediately... On reflection, I don't think it really matters... Having said that, I'm still wondering why op182 is not working...
  17. Timing mode 2 (Instant/while equipped) cannot bypass Character Creation weapon proficiecies (I need a limited timing mode for that...)
  18. So, the key points are the following ones: That's it (as you can see, 2 splstates are needed.. but it is certainly worth it IMHO!) If you're looking for custom Polymorph Self / Shapechange spells (i.e. "for the duration of the spell, the caster can transform into any of the new forms at any time and as many times as <PRO_HESHE> wishes."), then there's something more to know (let me know if you need these details as well...)
  19. @kjeron @Bubb Can you confirm this now works as expected...? However, it seems it does not get removed when the specified item is unequipped... I'm using it to make sure you have 5 pips in LONGSWORD upon equipping the Black Blade of Disaster, but it's not working as expected... As soon as the op232 kicks in, I get 5 pips in LONGSWORD (regardless of my current value)... However, as soon as my item is unequipped (f.i. the spell expires / I polymorph into some creature / I cast Chill Touch / etc...), the value does get immediately reset... Am I missing something...?
  20. Will do tomorrow (mod-added spells such as an hypothetical custom version of Phantom Blade will need to be slightly edited as well...)
  21. Sure, the other mods will need to adapt to the new system...
  22. OK, I see. Such a tweak might be worth for Tweaks Anthology then (I can provide code if you think it might be of interest...)
  23. I see, that's what @Angel said too... Guess the same holds for Aasimar, right (since they're also labeled as "plane-touched")...? If that's the case, then IWDEE is wrong... Unfortunately, 2E PnP says little to nothing about creature immunities (or maybe it's just me not really knowing where to look for this kind of information...). I'm currently referring to 3E, which seems to say a bit more about creature immunities... Having said that, I'm all in for an "optional, but cool component" that implements all of that... To sum up, the creatures that should be immune to such spells are: GENERAL = UNDEAD GENERAL = WEAPON // Mordenkainen's Sword RACE = MEPHIT RACE = GOLEM RACE = ELEMENTAL RACE = GENIE RACE = GITHYANKI // not sure about this one... RACE = IMP RACE = DEMONIC RACE = SOLAR RACE = ANTISOLAR RACE = PLANATAR RACE = DARKPLANATAR RACE = SALAMANDER Additionally, we could: make Cure Wound spells / abilities harm UNDEAD make Cause Wound spells / abilities heal UNDEAD which would be even cooler (as @CamDawg said, all of this would require adjusting the AI, but should be doable...)
  24. Yes, I agree. To sum up, let us consider some random innate ability that is not a copy/clone of an existing arcane / divine spell (f.i. "Safana's Kiss"). IMHO: It should be blocked by "Helmet of Charm Protection", "Chaotic Commands", and the like. It should not be blocked by "Spell Immunity: Enchantment" and the like. It should not be blocked by "(Minor) Spell Deflection" and the like It should not be turned by "(Minor) Spell Turning" and the like It should not be absorbed by "Spell Trap" and the like It should bypass / ignore Magic Resistance It should not be dispellable
  25. Primary Type (School) is also relevant for op220/229 Secondary Type is also relevant for op221/230 Having said that, I agree with the fact that innate copies of arcane / divine spells should inherit primary/secondary type, resist_dispel and power levels. Psionic / Monster / Supernatural / Other (f.i. cutscene) abilities instead should ignore / bypass all checks.
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