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Enigmajazz

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  1. Hi @subtledoctor I think you forgot to include the actual opcode39 sleep effect in the drowse innate cantrip.
  2. Thanks for looking into this I also came to the conclusion that this seems to be inherently broken. I suppose it will be necessary for this to be applied via UI changes or the classes could just get the bonuses directly without using proficiencies
  3. Essentially you have to create a new spell state and change the spell to assign that rather than change the class, then you have to change the effect that would detect the new class to detect the spell state. I've not got access to the file at the moment to give more detail of exactly which files it is. I think I sorted out the ring issue locally as well but can't fully remember how, possibly it was switched to give to the creature raised rather than the caster. It would be relatively trivial to comment out the disease part I think if you know which lines of the install are involved.
  4. Thanks for looking into this. It seemed to be the same on the base UI and with UI mods installed.
  5. Hi @subtledoctor I have noticed some bugs with the bonus proficiencies assigned to some classes via cs000 e.g assassins are supposed to get a point in backstab. Firstly, the points that are being given are misassigned, presumably because these were changed at some point, so the assassin actually gets a point in dodge. Secondly if a character has a bonus point in a skill and takes another point on level up, this seems to add two points to the skill and the minus button does not allow points to be taken away but the number of slots available keeps increasing and can be assigned to other points, potentially giving infinite points. This happens again if further level ups occur and more points are assigned to that skill.
  6. Think it's splstates.ids not splprot that is limited to 255
  7. I wonder if this issue is related to the max number of spellstates, which I think is 255.
  8. @subtledoctor Additionally, the shadowdancer has the learn spell cast for Shadowstep but does not have the ci206 spell or the ci000 spell for semi innates cast to give the spells and the semi_innate state so doesn't actually have the shadowstep ability until another spell is selected from the magical skills dialogue. In addition, they have spells cast on them that do not actually exist (I suspect these were old versions of adding slots spells or just typos). However they are not needed as they get the additional spell slots applied anyway via d5cs000. Therefore COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5csshd1.spl~ LPF ADD_SPELL_EFFECT INT_VAR opcode = 146 target = 1 parameter2 = 1 timing = 1 STR_VAR resource = ~d5csi9l~ END LPF ADD_SPELL_EFFECT INT_VAR opcode = 146 target = 1 parameter2 = 1 timing = 1 STR_VAR resource = ~d5csix1z~ END LPF ADD_SPELL_EFFECT INT_VAR opcode = 146 target = 1 parameter2 = 1 timing = 1 STR_VAR resource = ~d5csix1z~ END LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 duration = 0 STR_VAR resource = ~d5csshd1~ END Should be COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5csshd1.spl~ LPF ADD_SPELL_EFFECT INT_VAR opcode = 146 target = 1 parameter2 = 1 timing = 1 STR_VAR resource = ~d5csi9l~ END LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 duration = 0 STR_VAR resource = ~d5csshd1~ END LPF ADD_SPELL_EFFECT INT_VAR insert_point = 0 opcode = 146 target = 1 parameter2 = 1 timing = 1 STR_VAR resource = ~d5ci206~ END LPF ADD_SPELL_EFFECT INT_VAR insert_point = 0 opcode = 146 target = 1 parameter2 = 1 timing = 1 STR_VAR resource = ~d5ci000~ END In addition I notice that shadowdancers get the free spell of shadowstep, which comes with 2 spell slots, plus two additional spell slots, which mean they have 4 slots at level 1 or 6 if they select another magical skills spell. This seems like a lot, giving them double the spell casting ability of a sorcerer at level 1, although with limited spell choice and it obviously doesn't scale in the same way. Is this intended? To me if feels like the 2 free spell slots that come with the free spell of shadowstep are enough. I also think shashbucklers are given the wrong effects as they are given an extra point in set snares and backstab, whereas I assume this should be AC and melee thac0 (104 and 105 should be 106 and 107).
  9. Hi @subtledoctor I've noticed a typo in the combat skills component. It seems assassins are given an extra ac bonus rather than backstab COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5csass1.spl~ LPF ADD_SPELL_EFFECT INT_VAR opcode = 233 target = 1 parameter1 = 1 parameter2 = (106 + (0x10000 * 1)) timing = 9 END LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 duration = 0 STR_VAR resource = ~d5csass1~ END Should be COPY ~%MOD_FOLDER%/lib/d5_base.spl~ ~override/d5csass1.spl~ LPF ADD_SPELL_EFFECT INT_VAR opcode = 233 target = 1 parameter1 = 1 parameter2 = (104 + (0x10000 * 1)) timing = 9 END LPF ADD_SPELL_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 duration = 0 STR_VAR resource = ~d5csass1~ END
  10. Ok I've identified the issue, this uses opcode 72 to change class to deathknight, which messes up the character. I will try setting a spell state instead to try for the same effect
  11. I'm not sure that was implemented as it's not mentioned in the later posts. I'm just starting out testing this mod and I've identified a bug, I think, with gift of life, whenever I cast this it appears to do what is intended but has a weird side effect of making the character record say ready to level up even without gaining xp, and then if you add xp and try and level up the came crashes. Have you managed to use the spell successfully? I wonder if anyone has any idea what is going on to cause that bug
  12. The first post is from November 2020 and poster has not been here since December 2020 so probably don't expect a response
  13. In reference to my earlier bug reports regarding revised specialists, the 172 effects to remove abilities in qdmg+XXX spells added by the level one cantrips component are added at insert point 0 so before the ability has been added, I think the 172 effects need to be added after the 171 effects to actually work. Also would it not be more straightforward to just remove the 171 effect from the spell rather than adding an additional 172 effect?
  14. @subtledoctor There is an internal inconsistency with the order of components so that if revised specialists and level one cantrips are installed the specialists will automatically know the first level version of spells that are changed to second level I.e identify, protection from petrification, friends if no sr. If 5e is then added they will have the free cast version at second level but also have know the first level version in the spell book. I think it is relatively straightforward to add the compatibility code but this would also need to consider the effect of spell school rebalancing. Would simply swapping the order of the components fix this without needing to change any other code? Edit: turns out I missed the compatibility code, the actual issue is actually only present with protection from petrification with sr installed. In addition level 1 cantrips makes changes to mxsplsrc a,nd mxspldd but no changes to splsrckn, which means that the number of first level cast spells is changed (but has no effect as they are refreshing anyway) whilst the number of known spells is not, it also gives the sorcerer and DD second level cast spells at level 2 but they can't know any second level spells, in addition, even if they did know second level spells they would gain some casts at level 2 and then lose them at level 3 as the number of cast spells returns to 0. In my view the mxsplsrc and mxspldd should change the number of cast spells for first level spells to 1 at every level (as I think this just looks better when it's refreshing anyway) and increase second level spells by one for each level as well as adding in the ability to cast second level spells at level 2 and 3, there should also be changes to splsrckn to decrease known first level spells (possibly) and increase known second level spells whilst adding one known second level spells at levels 2 and 3.
  15. @morpheus562With the new change to goodberry in the script this means that with vanilla shaman or 5e casting druid all spell slots at that level will immediately be used up casting goodberry multiple times. Seems like having goodberry cast automatically certainly should not be present in 5e casting and probably should exclude shaman if included at all.
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