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basical

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Posts posted by basical

  1. Hey Morpheus, just a thought, don't you think some of these bonuses on weapons are more unreliable and underwhelming than it seems, at least related to where they drop?

     

    So, a 10% chance, on top of a 30% chance or less of not saving the throw, on any enemy with decent saves, amounts to a 3% chance per hit.

    I mean, a 10% chance would be already lowish but reasonable, with 5APR that'd be a 50% chance of triggering -2 str and slow per round, on a weapon that shows up on the 9th chapter (being 10th the final one) of ToB.

    Unless the point is more RP value than usefulness, which is fine since that's your decision.

    If you'd agree I'm willing to look into the "weapon ability value/location" ratio and throw in  some suggestions?

     

    Cheers,

     

    image.thumb.png.fdfd3bbfe7f6ab7a6379406b02128d8d.png

  2. 21 hours ago, morpheus562 said:

    Official release for version 4.0 which brings the following enhancements:

    • Added new Armor Overhaul component.
    • Added 28 new items.
    • Hindo's Doom +4 now provides immunity to disease and level drain.
    • Gram the Sword of Grief (upgraded) becomes a +6 enchanted weapon instead of +5.
    • Ravager +6 now deals 1d10 slashing damage if a creature is immune to the vorpal strike.
    • World's Edge (BGEE) and Harbinger +2 (BG2EE) share the same item resource. Updated to ensure the correct item receives the updates.
    • Add Ruby Ray Scrolls to Trademeet Store component.
    • Only one charge on the Greenstone Amulet at all stores and the Beholder Lair.
    • Corrected bug on Bone Club where incorrect eff files were applied.
    • Updated Purifier +5 description updates.
    • Fixed multiple minor item bugs.

    Congrats on the new release!

  3. 49 minutes ago, morpheus562 said:

    I won't do barkskin as it scales ac gained which is a whole lot of checks that are simply not worth doing. For Resist Fire and Cold, it would require creating another spellstate (easy to do); however, I've already added so many and they do cap out with the number you can add.

    Allright, got it.

    What about Imp Haste from Ring of Gaxx? Could that be added to the prebuff sequence?

  4. 2 hours ago, morpheus562 said:

    Overall, not too concerned about that. It is right on the cusp of what should/should not receive IH, and being able to conserve to give to higher apr later characters later makes sense.

    Fair enough then, I'll get around it by giving haste to another wizard, so IH gets cast before anyways. Thanks!

     

    Sorry for spamming the thread, buuuut, have you considered adding support for these:

    Items:
    CLOAK OF THE SHIELD CLCK20
    SHIELD AMULET AMUL15
    SHIELD OF THE MAGI MOBSH01
    GLOVES OF HEALING BRAC20
    PERIAPT OF PROOF AGAINST POISON AMUL22

    Maybe implement usage of Jan's bruiser ability while idling?
    CREATE BRUISER MATES SPIN829

  5. 10 hours ago, morpheus562 said:

    @basical try this version out for IH to see if there is an improvement.

    enhanced-powergaming-scripts-v12.4.exe 1.92 MB · 1 download

    All, right, Haer'Dalis now gets buffed with IH on top of Haste, but not the rest, so:

     

    Working OK:

    - Mazzy with 4 APR base with bow, will get autocast of IH (8 APR), on  top of a Haste (5 APR).

    Haer'Dalis is now getting IH too:

    - With his two swords and doomguard set bonus, he has 3 APR (2 +1).

    - IH will be auto cast on him, raising to 6 APR (4 + 2).

    - If I previously cast normal haste on him raising to 4 APR (3 + 1), IH will be cast on top too (4 + 2).

     

    Still not working:

    - PC has 2.5 APR base, dual wielding (1.5 + 1).

    - Auto IH will get cast on her, raising to 5 APR (3 + 2).

    - If i previously cast haste on her, raising to 3 APR (2 + 1), then IH won't be auto cast on her, missing on 5 APR (3 + 2).

    Jaheira:

    - One handed 1.5 APR won't get IH autocast (this is as designed).

    - Dual wielding 2.5 APR (1.5 + 1) will get IH autocast for total 5 APR (3 + 2).

    - If i previously cast haste on her, raising to 3 APR (2 + 1), then IH won't be auto cast on her, missing on 5 APR (3 + 2).

  6. 1 hour ago, morpheus562 said:

    The Haste + IH issue? Isn't it just the one off with HD?

    - PC now has 5/2 APR base, dual wielding.

    - Auto IH will get cast on her, raising to 5 APR.

    - If i previously cast haste on her, raising to 3 APR, then IH won't be auto cast on her, missing on 5 APR.

     

    Haer'Dalis:

    - With his two swords and doomguard set bonus, he has 3 APR.

    - IH will be auto cast on him, raising to 6 APR.

    - If I previously cast normal haste on him (total 4 APR), IH will skip him, missing on 6 APR.

     

    - Mazzy with 4 APR base, will get autocast of haste (5 APR), and then IH (8 APR) on top.

  7. 17 hours ago, morpheus562 said:

    I'm adding a wait(1) after bless is cast to ensure it is not being double casted. My testing shows it only casts one if you want to check on your end. It will also not cast IH when attacks are at 0.5 or 1.5 apr.

     

    enhanced-powergaming-scripts-v12.4.exe 1.92 MB · 2 downloads

    OK this seems to fix Bless on my end too.

    The Haste + IH issue still remains, can't have haste on my spellbook, otherwise it will be cast on the party, blocking them from IH (except for Mazzy).

  8. 1 hour ago, morpheus562 said:

    What is Jan's base Apr? 1?

    Indeed, this whole bunch base APR is 1 except for the PC (3). So is that it? and MMM raised Edwin's base to 5, allowing him to be buffed with IH?

     

    There's this behaviour throwing me off:

    - PC now has 3/2 APR base, no weapons equiped.

    - IH will get cast on her, raising to 3 APR.

    - If i manually cast haste on her previously, raising to 2 APR, then IH won't be cast on her.

    Is the script considering that it's not worth it to raise from 2 APR to 3 APR?

     

    Haer'Dalis:

    - With his two swords and doomguard set bonus, he has 3 APR.

    - IH will be auto cast on him, raising to 6 APR.

    - If the script previously cast normal haste on him (total 4 APR), IH will skip him, missing on 6 APR.

     

    - Mazzy with 4 APR base, will get autocast of haste (5 APR), then IH (8 APR).

    Is the script considering the jump from 5 to 8 good enough this time?

     

     

     

     

  9. 47 minutes ago, morpheus562 said:

    How many castings of IH does Jan have? Do other characters have spell protections active that will block a casting of IH on them?

    That attempt was with two IH castings available.

    I've just fired up the test client, with only forgotten armaments and enhanced scripts mods.

    PC: Stalker/Cleric and Jaheira, Haer'Dalis, Mazzy, Jan, Edwin. Everyone stripped of items and spells, everyone's AI disabled except Jan's. Rested 4 times and cast a couple dispell magic scrolls on everyone just to cleanup.

    Gave Jan 5 normal haste and 4 IH memorized. Nothing else.
    He cast normal haste, then cast IH on Mazzy, and finished his buffing.

    I kicked Mazzy from the party. Jan cast haste and finished his buffing.

     

    I removed Haste from his spellbook, rested and buffed.

    He Cast IH on PC, Edwin, Jaheira. With one more IH remaining, he didn't cast IH on Haer'Dalis or himself.

    I kicked Jaheira from the party, cleaned up Haer'Dalis spellbook and spent all his Spins abilities just in case. Jan won't IH him or himself, only the two remaining party members (PC and Edwin).

     

    Quick Edit: Even in solo buffing mode, Jan won't IH himself.

  10. 59 minutes ago, morpheus562 said:

    Scripts will cast normal haste. For IH, the scripts check if the other character has the spell, ability, or item to either grant IH or GWW. In your case, I'm guessing Edwin doesn't have IH and Mazzy doesn't have GWW. I'm not sure about your other characters.

    Thanks, yes he's not casting IH on anyone who got IH. Mazzy doesn't get GWW yet.

     

    But currently I'm getting Haste on everyone, IH being cast on Mazzy, and no one else, while everyone are candidates (no IH or GWW on anyone).

    Edwin will get IH if he's wielding MMMs.

    Is this the intended behavior?

    Thanks,

    image.thumb.png.afb98fc444112bb381902e0890c35c40.png

  11. On 10/4/2023 at 5:34 PM, morpheus562 said:

    I did the simulacrum script awhile ago, but it was a big rewrite/improvement. for Holy Power, I check if one of the three conditions are met: STR is less than 19, character has Righteous Magic, or character has DUHM.

    Thanks,

    Can I ask what's the process behind Improved Haste, and if there's a chance of giving it a look?
    I currently have my friend Jan Jensen skipping IH on party members who have Haste on them, except for Mazzy when she has 5 APR, and Edwin when he's got MM Meteors 5 APR.

    If there's no normal haste, how does he decide who to throw IH on? Could he go smarter about it, skipping single class mage Edwin and prioritizing the fighters in my party?

  12. On 10/3/2023 at 1:58 AM, morpheus562 said:

    Official release for version 12.4 which brings the following enhancements:

    • All Games
      • Updated enemy simulacrum scripts.
      • Fixed bug with SR if EEex is not present.
      • Added Battlerager's Reckless Abandon rage ability.
      • Updated ability use and attack checking to account for kits/weapons that can bypass pfmw.
      • Updated timing for bard song (if 1 turn bard song installed), so bards will attack between singing.
      • Character's will now identify if they need IH and they do not have it nor GWW.
      • Tracking to ensure charmed PCs are not attacked by the party.
      • More checks around use of Holy Power.
      • Corrected bug with MiH Mass Negative Plane Protection not properly being tracked in scripts.
      • Will now use Wands of Spell Striking to cast Breach and Pierce Magic.
      • Will NOT physically attack Slayer change Imoen.

    Great! Thanks!

    Can I ask what is it you're updating on the simulacrum script?

    Also, what have you finally implemented for Holy Power?

     

  13. On 9/14/2023 at 7:49 PM, jmerry said:

    I'm pretty sure opcode 99 is inherently non-stacking; it's a "set" effect applied to a hidden stat. So the bard hat triples bard song duration, the melodic chain also triples bard song duration, and combining the two is the same as only having one.

    Thanks, yeah, don't see it stacking in my game.

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