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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. I am suggesting that as you view the current vanilla Reckless Dweomer OP, that you do not remove it, but instead just replace it. Yes, the vanilla version is OP at high levels(as it can be man handled there better) and it's not actually chaotic at all so setting up a different style spell could work perfectly.
  2. I am not a Wizard Slayer, but I would assume that it might have something to do with the Wizard Slayer not allowing a the party wizard to come within to the reach of his sword. Or the way to operate.
  3. A simple explanation is that it's controlled by the will of the person. Wizard Slayers magic resistance comes from mental training to resist negative magic. And by the way, the Wizard Slayer is not viewed as totally ignorant about magic, but quite much opposite to it. Now of course that explanation won't cover how a sword could make the person have a 50% magical resistance just from being held by the person... but then again the Earth -logic of "magic is not real" sounds kinda hollow in the streets of Athkatla. The "actually" word is just an - a language term relaying the fact that the assumed intention of the rules was what it was, in this game, in this engine. Well whatever... The reason why the BG1 and BG2 have different standing on the healing spells vs magic resistance is that in the BG1 game, there's barely any items that give Magic Resistance to the characters, and there's barely any other cases that need to be set... but in BG2, there's far more, as the level challenge rate goes up, so does the magical items enchantment level which brings things like magic resistance to be more of a core mechanic, and so there are spells that need to bypass the resistances as well. Or actually they didn't know what they were doing in BG1, so they just wing it. Unlike in BG2 where they took into consideration their audience and the game mechanics that were put in place(so they wing it again, now with titanium wings). If you won't be playing with the option, I don't think you are actually capable of making such a big change, cause you won't be seeing the in game/in engine restrictions that have been put into it. See the Liches don't actually have Magical Resistance, but Absolute Immunity via the opcode 102 to all spells from level* 1 to 5. That level* being the power level of the casted spells, which normally is the spells level, but sometimes is not, as it would lead to issues in the vanilla game(aka the logics of the games mechanics), such as not being able to remove PfMW spell from any Liches with the level 5 spell: Breach.
  4. Erhm, it is likely to be so, as the specialist have to pick spells from their own school if they can and the Wildmage only has 3 special spells they are allowed and have to take. You could replace the spells with other chaotic spells ... So for example you could replace the Reckless Dweomer with a spell that has a 33% chance to cast Magic Missile to the target, 33% chance to cast Chromatic Orb to the target, a 22% chance to cast Color Spray on the target, a 11% chance to cast Cure Light Wounds to the target... and a 1 % chance to cast fireball to the target.
  5. Actually it's that friendly spells bypass the Magic Resistance if the target so wants. Now of course the later is not actually scripted, but just set so in the spell itself. Also it should be noted that there are far more spells than just this kind that actually bypass the resistance for other reasons... such as removal of the best spell a lich can have on itself. As it makes it almost completely invulnerable, cause you can't hit it with any melee items(as the spell is PfMW). Ouh, by the way, I trust that you'll be re-scripting all the Liches again, as they cannot be relying to their own protection spells at all, cause they won't bypass their own magic resistance. Just a though to think about.
  6. You did hear me when I said it was class based, have you seen the Cleric/Thief's CLAB file ? See the Cleric/Thief is a base class, not a kit(well it's both base class and a mix of two other base classes, but it's programmed as one of the base classes). Yeah, the bard even has the thieving(pickpocket) User icon in his UI, but it doesn't allow them to disable traps even if the trap itself is revealed by others nor unlock locked doors even if they have skill points in the both skills. The thing with the traps... it's a innate "spell", not just an skill. I am the master of off topicness and Demivrgvs has the right and my full support to move all my post to other topics, make new topics and ban me if he so feels. I mostly just try to help. And drive Demi insane... Näh, not really. See, he is already there.
  7. Well even if you set it up so, the Bard won't be able to use the thieving skills. It's hardcoded to the classes ...
  8. Here, get the Thief/Bard kit, it's not exact dual classing, but the closest you'll get in this engine... and it has a +x weapon in itself(a long sword), up to +4.
  9. Will this be an install time reversal or during game play, cause if it's the former, you should put it in as an install component instead.
  10. Yeah, but going around it is going to be some what work intensive. As you have to add custom .spl files on the go. Was the preferred SR vs IR install order ever set ? Cause the .itm files are IR's stuff while the .spl files are SR's...
  11. She IS a dualed mage in teh original game... whatever you use to make her not to be, it's not original content. And she'll cast them even if she has no magic missile wands equipped. .. point being that the magic missile she throws could very well be an innate power the player is never shown that she has.
  12. And what of the items that allow a non-caster class char to cast a spell ? That involves mimicry. Fortunately the #148 opcode gives us the casting level to be set in the item, so I am almost for this. Erhm, the item itself could say whether it abides this rule though.
  13. 1. Well, the basic stuff goes like this, if you install both mods, you can use the "new upgrades" to make the "new items", and no they will not use the Item Revision mods rules, well except the universal rules if you install those components after the Item Upgrade mod. 2. After the IR and SR, KR, etc have been released officially, and the BWS gets an update to us the new download files. Potentially today... but the potential is quite low... it's likely in the new 2 years... but it could be that it's never. @Demi.... also there's an option in BWS to chose that you provide the files yourself and you can use a beta you get from Demi...
  14. There's nothing wrong with the original items or their placements in BG1(in BGT-WeiDU), it's only when you add mods(and the auto find with the Tab -key... or after you play the game too much so you can go and find the +2 Platemail from Nashkel even if your character is blind the whole way there) to the game that those items become too much, with the mod added items. Yes. A likely cause is that you another paperdoll mod. Don't mix the 1PP, IR and Moinesse's Avatars mods. Also is this in a EE or non-EE version of the game ? Yeah, the EE games use a version of 1PP files...
  15. Ah, I see, now then tell me why shouldn't a bard with the exact same items, have the exact same fire power ? To what comes to the items. The scrolls, they are power items, yes, limited use ones that cost a lots. Yes, the BG1 portion of the game can get a little exceeding in the power jumps... but it's not a matter of fixing the shops, but more likely the random drops and stuff laying around, which have been kinda fixed in the Enhanced Edition, and in a few megamod variants if you decide to install the components. Which is a reason why not to install a luck +1 items that should be worth ~20 000 gold. If it's not your bag of beans.
  16. Ahh, so that's on the Enhanced Edition. Might have been important to know, not that your unformulated sentences lyrics help.
  17. It's in the damage effect. Aka it's the feature blocks target. So open the .spl file, then open the Spell ability, then the damaging Effect, and set the target to be Everyone except party (5). You might wish to also change all the other effects to have the same feature... but that's the primary.
  18. The reason being that the Shadow/EE Keeper doesn't have that function as you need to adjust the .spl file.
  19. It's in IWD as both Blood and Animal Rage, I assume they are both a lots alike, but different. IWDfication has the Animal version. So your's is the SR one, as the v4 divine spells thread indicates. Or you play the IWD:EE, in which case it comes from there. Duh.
  20. Edit for the authors st*pidty.
  21. But shouldn't the spell that causes deafness be "Unholy Ramble" and not a "Unholy Word". Anomen:
  22. Granting everyone within the cloud invisibility would turn the area into a backstab fest, and only players would take advantage from that. Not if you also apply a -7 backstab multiplier. The reason being that it's that dense fog that you can't actually see that clearly. Hah !
  23. This actually makes sense. Also it will add even more utility to this spell (i.e. protecting your own party from enemy archers). There was a suggestion of making everyone in the cloud invisible, and that would protect everyone, but I don't know what happened to that. Maybe the AI didn't know how to handle it. Ouh, and also the fireball probably should remove the cloud.
  24. Nope, it should be mi#batsu.itm, or what ever if we are really particular about it, as I am not aware that Demi has a prefix of his own... making him to need to use Mike's, as part contributor.
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