Jump to content

Bartimaeus

Modders
  • Posts

    2,481
  • Joined

  • Last visited

Everything posted by Bartimaeus

  1. Um...all y'all should actually poke around and preferably test before you start making crap up, . The Helm of Opposite Alignment does not exist in any capacity whatsoever in official IR, not as helm02.itm or as helm02_.itm (the "_" series of .itms are IRR's initiative in order to restore original BG1 items that were overwritten by IR back to BG1!), so Cursed Items' code for "helm02_.itm" was an invention made specifically for IRR and can be safely discarded if IRR no longer uses it. How that affects official IR is rather immaterial given that the helm does not exist there in the first place and Cursed Items didn't have any special handling of IR's overwriting of it before now anyways. The most you could do for official IR is either skip patching the item or manually restore Helm of Opposite Alignment...but you could do that in the same exact manner IRR is anyways (i.e. helm02.itm becomes Helm of Opposite Alignment again while Helm of Despair gets a unique item code specific to it). I personally want The Helm of Opposite Alignment to exist within IRR regardless of whether the player installs Cursed Items or not, so it'll continue to be included in IRR in this manner, especially seeing as other mods affecting the Helm of Opposite Alignment assume that it will be helm02.itm. Either skipping over or restoring helm02.itm for official IR is something you would have to do for proper compatibility regardless of whatever IRR chooses to do. If it were me, I'd firstly detect if IR's main component is installed, then detect that "dvhelm02.itm" (IRR's Helm of Despair) exists: if yes to both, go ahead and patch helm02.itm because you know it's still the Helm of Opposite Alignment; if yes to IR's main component but not dvhelm02.itm, then do not patch helm02.itm because you know that it's IR's Helm of Despair and the Helm of Opposite of Alignment does not exist. After all, if official IR wants the Helm of Opposite Alignment to exist, it probably shouldn't completely overwrite it with some other unrelated item: it's not really Cursed Items' responsibility to figure out how best to restore it (particularly given that its appearance and description will all be different between oBG2, BG1/2EE, IR, and IRR games!).
  2. Yeah, when The Whistling Swords' resist fear aura is active, my thief gets +2 to Find Traps. It seems to disappear when the aura goes as well, so it's not a huge bug, but thanks for bringing it to my attention - very strange. I'm not even sure if that particular scripting state does anything for oBG2 players, I think I copied the effects from SRR's Resist Fear spell, which I wouldn't be surprised if has the same issue. Not really my area of expertise, to be honest.
  3. Well, that's good, because the Haste opcode is ludicrous. I was not aware of the nitty-gritty details behind how it worked, just saw morpheus saying "well, then don't install SR" and "I'll disable the kit from installing if SR is detected", .
  4. I would say that there is approximately zero chance of the official versions of SR or IR ever bringing back the Haste opcode in any capacity, so if the kit is completely dependent upon it, well... Well, I suppose someone would be better off making a mini-mod that reverses it and restores the broken Haste opcode.
  5. Salk's descriptions usually blend different components of original and EE descriptions. Let's see if your suggested change works... Nope. But I figured it out - was just missing a backslash: @100422 = ~[%LNL%%MNL%%WNL%]\([ %TAB%%emdash%]*\)\(Special:[ %TAB%]+\)?Protects[ %TAB%]+\([Aa]gainst\|[Ff]rom\)[ %TAB%]+[Cc]ritical[ %TAB%]+[Hh]its~ Guess the "|" character needs a backslash when used for an expression as well. Thanks!
  6. The primary creator of IR, Demivrgvs, never even played BG1 if I remember correctly. There were definitely some interesting ramifications resulting from this when Tutu and BGT came about and mods started becoming compatible with them, . Doesn't drop in vanilla AFAIK, though a certain 'fixing' mod (lolfixer) can accidentally enable it to do so. Yeah, that was another reason I was surprised any other mod touched it, since it's almost impossible to get in the first place. But...I think BG1EE makes it so it drops when you properly defeat him as well? Not a hundred percent sure about that, but definitely part of the equation here if so. I'll get the situation sorted out sooner rather than later. For the erroneous Armor Class Bonus line, I'll look into that as well, thanks. (e): I think the problem there is that vanilla's descriptions are so all over the place that the regexp can't catch all cases when IR's main component isn't installed.
  7. Base IR overwrites Helm of Alignment completely with the Helm of Despair - the former no longer exists at all. IRR restores it but to HELM02_.itm instead while replacing HELM02.itm on the Death Knight with HELM02_.itm so that he has the Helm of Opposite Alignment. It would probably be a good idea to instead move Helm of Despair to its own item code to prevent these kinds of issues - I didn't know any other mods interacted with it, but there's always been a bit of a fascination about this item, so I suppose it makes sense that there would be.
  8. I personally use the shorter duration version that gives a +10 THAC0 bonus instead, but I have not included it in SRR. A guaranteed critical hit seems it could be...strong for backstabbing.
  9. I think 3 rounds can arguably be too long. But I most likely wouldn't ever use it with a pure mage/sorcerer unless I had Melf's Minute Meteors up, which probably influences how I use it: with a mage- or fighter-thief that can have better HP/AC and multiple attacks per round with their normal weapons, 3 rounds is a pretty good chunk of time to get a +4 THAC0 bonus for a level 1 spell. Actually, that's part of why I left its duration alone - at level 1, your base THAC0 at 20 is trash and increasing it by 4 is helpful but you're still pretty likely to miss a lot of attacks, and your APR is going to be bad so the spell needs to be a few rounds long to be in any way worth casting. Compared to a level 1 1D4+1 Magic Missile, 3 rounds seems about right. But compared to a level 9 5D4+1 Magic Missile...well, if your character already has good physical damage output, True Strike being an instant cast at 3 rounds duration can still be a pretty good value if used against difficult to hit enemies - the issue is if your character doesn't, then the spell doesn't offer much. It's a bit difficult to get right later on in the game.
  10. In BG2EE at least, not even self-targeted spells will pierce through Mirror Image (e.g. casting Flame Arrow on yourself after casting Mirror Image will likely have the flame arrow hit one of your images). SR overwrites Spiders' Web Tangle (SPIN683.spl), which...yes, does have the string you're talking about. Guess I need to freshly string it. Thanks!
  11. Thanks! You more or less got it right: I forgot to move a few blocks above that END at line 81. Basilisks' petrification is only supposed to be changed if you use option 1 or 2, so they still instantly petrify if you use option 0. Should be fixed now. Just the name of a commit on GitHub for SRR. Summoned Giant Spiders from MS4, or non-summoned found in the game world?
  12. Elven Court Bow, Gauntlets of Gauntlets of Swordplay, Cloak of Displacement, Martial Staff, Malakar, and Malakar's Companion all use the same format: The intended statement with Elvencraft is "you get +4 to your general AC...except not against missile weapons". With Kazgaroth, it's "you get +2 to your general AC...except actually +4 vs. missile weapons". It's a shorthand way of conveying the different AC properties without needing to add a whole separate thing about it. Item statistics should be brief where possible.
  13. I believe it's intended to be +4 total, not +4 additional. So since you already get a +2 general AC bonus...
  14. Thanks, fixed 3 days ago when I happened to notice the same issue. The string update code was there, just happened to point to the wrong string (23002 instead of 23005).
  15. I don't think it was me, but maybe. Probably Morpheus. Yeah, I don't...really see any reason most undead shouldn't be held by webs or roots, I guess I was more thinking that if other ghasts are immune, then so should Tiax's...but if that's not the case, then I don't see an issue.
  16. I don't think I ever touched the ghast summoned by that spell, I guess I should probably take a look.
  17. Yeah, that .ini tweak is basically for nerfing the amulet back to BG1 levels but with the added bonus of assigning the vs. breath saving throw bonus to both versions so that they're consistent. I personally think Edwin getting that many extra spells is pretty unconscionable, especially given that he's already a Conjurer which is both the strongest and the least interesting of all the mage school specialists, but...people like their cheese.
  18. You know, I've never really liked HLAs either, especially with the absolute ridiculous glut of different spells and abilities you have by the time you get to ToB (not that I have...uh, you know, finished ToB in practically forever). Maybe disabling them would actually be the best choice in reducing the amount of crap you have to manage. Plus, I think if you play with SCS, you can disable HLAs for all of them as well via the modular difficulty management ability.
  19. https://dl.dropboxusercontent.com/s/b8lclj1eucr82vp/brac08.zip Tiax, of all people...well, that is a very admirable and proper use of them indeed, .
  20. Override. I'll need brac08.itm to fix your Gauntlets of Might. Animation: Okay, so I just took a look at both graphics. Uh...you know, I'm not sure that either of these are necessarily correct for a stun graphical effect. The original graphic used by The Stupefier is like a...planar explosion graphical effect, but the one used by dvstun.spl is just like a green/grey-ish looking haste/slow graphic. I don't think stun is typically accompanied by one in the first place, which probably makes sense given that getting stunned can be a fairly "natural" effect and may not be magical in origin at all...but they can be useful for telling when something happened. Hmm, I'm not sure. I guess I'll just leave it as it is for now, since I'm not really sure what's a better option.
  21. If you want to remove the message for Stupefier: https://dl.dropboxusercontent.com/s/4b68i012oxcc59a/dvstun.spl Animation: Is it the spinny gold thing? That graphical effect is really supposed to be reserved for hold effects, not stuns... Hmm. Gauntlets of Might: You are right. On initial inspection of the .itm, I thought everything was correct...but actually using it in-game, nothing. Well, it turns out that the effect is gated to a 100-100 percent chance of happening, which is actually 0% (a normal effect that happens 100% of the time is 0-99 or 0-100). Thanks for making me check again.
  22. Stupefier: dvstun.spl must not have its string updated when installed for BG1EE. I got all of those for SRR, I believe, but I have not been as prudent with IRR I fear... If you notice any other such item effects giving similar wrong messages, let me know. I have no idea how the "BG overlay" mod works or why it would detect an effect from an .itm but not a .spl, unfortunately. Virtually all of IR/R's items' effects work by externalizing effects to .spls (so that they can be re-used, edited en masse, directly protected against, and so on), so it's not really something I can change. Gauntlets of Might: The THAC0 penalty is there. Bear in mind the scaling of 2E strength: a score of 16 gets you +0 THAC0 and +1 damage, a score of 19 (+3 from Gauntlets of Might!) gets you +3 THAC0 and +7 damage. The way 2E statistics scale is ludicrously stupid in general, but especially strength due to the "Exceptional Strength" nonsense that a player can easily bypass to get "superhuman strength" with but a mere +1 bonus.
  23. I can only answer for SRR: 1. Break Enchantment should stop petrification in the slow phase, but it currently doesn't. I'm trying to figure out why not. 2. Green Stone to Flesh cures both soft/hard petrification just like Break Enchantment, though it too does not (currently) stop petrification during the slow phase. 3. Blue Stone to Flesh doesn't exist in SRR (its resource is used for a different spell), but the way the petrification update function works should catch it and accomplish the same as well even if it did still exist. 4. I just had like 5 Greater Basilisks attack my Protection from Petrification-ed character, and it doesn't seem my character ever turns grey/grown no matter how many times he gets hit by their gaze...but annoyingly, they did get slowed, which probably shouldn't happen. It'd be nice if Protection from Petrification carried a "do not attack with gaze" state so basilisks would at least try to melee you. 5. If you cast Protection from Petrification before you're petrified, you should be protected from the actual petrification (but not the temporary slow effect).
  24. Hmm. Extract the .itm from this zip and put it in your override instead, not sure what's going on: https://dl.dropboxusercontent.com/s/u738ik4ntwvssw1/blun41.zip
  25. CTRL+S when you open it. Yes, it uses dvstun.spl.
×
×
  • Create New...