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Bartimaeus

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Everything posted by Bartimaeus

  1. Yeah, that description needs to be rewritten. I'll get around to it eventually. It's much like Chaotic Commands: immunity to mind-altering effects like confusion, charm, fear, hold, stuff like that. Additionally, it also protects against Stun (which CC does not do), all Power Words (...which maybe CC should technically as well, but doesn't currently AFAIK), and a few divination spells like Oracle, Know Opponent, and Know Alignment. I'm not the biggest fan of this spell - it's just not powerful enough to warrant a level 8 slot, even if it's a level 8 spell in PnP. I wish I could say "at least its duration is ridiculously long!", but the difference between 8 hours and 1 turn/level is really not much.
  2. Yeah, my post last page showed what the mismatches were. 3 Animal Summonings, 2 Monster Summonings, and level 1 Goodberries. I went through all of the entries listed in the SR file and those were the only mismatches.
  3. SCS is hosting on the G3 github account, is it not? I kind of just assumed Mike would be able to apply the fix to SCS itself if somebody worked it out, as he has released a community-fixed version of SCS officially at least once before when DavidW was gone. I would think he'd just increment the beta version number.
  4. These are the mismatches in spell_rev_ids.tpa: 1118 => CLERIC_GOODBERRY_DRUID_VERSION 1120 => CLERIC_ANIMAL_SUMMONING_SR_1 1220 => CLERIC_ANIMAL_SUMMONING_SR_2 1320 => CLERIC_ANIMAL_SUMMONING_SR_3 2226 => WIZARD_MONSTER_SUMMONING_SR_2 2107 => WIZARD_MONSTER_SUMMONING_SR_1 ...and possibly REPLACE_TEXTUALLY "2610\(%TAB%\| \)+.*$" "2610 WIZARD_MONSTER_SUMMONING_4_INACTIVE", but I don't know what SPWI610 is or why it'd be included for SR which doesn't use SPWI610. The following spells were missing entries inside that file (what that means, I'm not exactly sure): So that leaves me with just this left: https://dl.dropboxusercontent.com/s/v3ncbox6cy01q9s/spell_rev_ids.tpa I'm unsure of how to get this file to then read what the correct entries are (which might vary from install to install) to then append the SCS identifiers to spell.ids.
  5. In retrospect, updating SR to switch to add_spl specifically for SCS while DavidW is gone and SCS can't be updated to handle it properly was perhaps not the greatest idea, .
  6. Two notes: 1. Arcane Detect Invisibility performs a Force Visible opcode once per round for 5 rounds, too. That part of the spell can be protected by Non-Detection. This actually makes Detect Invisibility functionally a little stronger than Invisibility Purge (though Invisibility Purge uses the stronger "Cure Invisibility" opcode which does dispel improved invisibility/sanctuary/super invisibility? as well). SRR increased the length of Invisibility Purge to 1 turn (from SR's 5 rounds) in order to try to bridge the gap a little, but generally speaking, you'd still prefer to have Detect Invisibility. 2. I *think* 116, or Cure Invisibility, does force a Mislead or "super invisible" character into being visible (even though it does not destroy the clone), but I'm not a hundred percent sure. I'll have to test. (e): It does not, even though the vanilla/EE description of Purge Invisibility specifically mentions this effect as being able to penetrate Mislead. I kind of wish it did, because Mislead's super invisibility effect is stupid. Thanks for the big explanation, Subtledoctor. It'd be nice to get a stickied version of it, . Detect Illusion is definitely my least favorite spell of all the different illusion-dispellers as well.
  7. Isn't it add_spelled with its own ids entry? Straight from SR's main_component.tpa: ADD_SPELL ~spell_rev\sppr5##\sppr524.spl~ 1 5 ~CLERIC_MASS_REGENERATE~ // Mass Regenerate
  8. Ah, I see. Yes, I usually correct those. Thanks!
  9. Shadow Door is the same spell as Improved Invisibility but is faster to cast, can only self-target, and does a short AoE maze effect on opponents if they're too close when it's cast. The point I was trying to make here is that Detect Invisibility dispels the invisibility portion of it (but not the improved invisibility), so the character should at least have their selection circle visible after casting Detect Invisibility. Charges: Yep, a while back I asked people to notice charges inconsistencies like this to fix, but I never got much feedback there. Wands: Ah, that would make more sense. I'll figure out a way to patch them and any other AoE spells on IR's side if it detects the Mirror Image subcomponent being installed. Horn of Kazgaroth: This is the described ability in IRR: "Globe of Power (1x per day): user loses 10% of their health, but gains a +2 bonus to AC and saving throws and immunity to 1st, 2nd, and 3rd level spells for 5 rounds". It sounds like another mod may have overwritten IRR's description? Dagger of Venom: I would expect it to stack. Dispelling Screen: Dispelled by a single cast of Dispel Magic or Remove Magic. SCS is what is giving it to people. You can read all spell descriptions in the readme spell files in the spell_rev folder. Death Gaze: Nope, not touched by SR/R. Also, no, Death Ward does *not* protect against it, and I guess it should! @subtledoctor Invisibility has never broken from self-targeted friendly spellcasting. Vanilla Invisibility description: "[...] The caster cannot perform any actions that manipulate the environment around him, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on himself and fellow party members. And if he attacks, he immediately becomes visible, although the invisibility enables him to attack first."
  10. We already solved this with opcode 303 with type 4, actually.
  11. Mirror Image: Should not protect you from AoE. I think I recall that someone else playing on the EEs thought this as well. You do have the "Mirror Image Fix" subcomponent installed, right? I just installed SRR on BG2EE with that subcomponent and cast a fireball spell on myself twice - Mirror Image did nothing. Spell Deflection: It's an engine issue, not a logic one. If I could make Spell Deflection correctly protect against stationary spells (spells that "stick" in place, like clouds, Web, and Ice Storm), I would. Unfortunately, nobody knows how to do this in a way that doesn't break Spell Deflection yet. Note that each Spell Deflection already mentions that it cannot protect against stationary spells. I kind of thought up of a solution a while ago for this, but the key word was "kind of": it was too janky and the potential for much bigger problems too great. Scripts attacking through Non-Detection + Invisibility: Yeah, it's an inconsistency that can't really be fixed, . Character and creature scripts think they should be able to see through invisibility but they can't, yet can be script-forced to attack through it. Slythe: What you're describing sounds a lot like spirit trolls' "natural invisibility" ability, where after making an attack or casting a spell, they go back to being invisible again very quickly. I hate that ability, so I can certainly emphathize, haha. Shadow Door does not re-cast the invisibility after using it, and, as a matter of fact, Detect Invisibility does dispel Shadow Door's invisibility effect (but not the improved invisibility effect - I just tested this in BG2EE to make sure my memory was correct, and indeed it is). I am unsure what the issue would be here - I'm not terribly familiar with Slythe or his abilities in SCS, so I can't rightly say whether this should be happening or not (it sounds like it shouldn't, though). (e): empathize, not emphasize
  12. I wish weidu didn't spit out "INSTALLED WITH WARNINGS" for this, since it can be a bit misleading. Basically, the mod expected to modify a file (specifically an item), but didn't end up doing so. That's all the warning is there for. It is almost 99% sure to be inconsequential.
  13. Everything what subtledoctor said, but also, who was the mage, and are you playing with SCS? SCS behavior with True Seeing/Detect Invisibility can be a little inconsistent - I had cases where they would not attack through Non-Detection after casting TS or SI, but I can't say for sure that it was 100% of the time. However, it's a scripting thing that SCS forces them to do, so it's probably not fixable on SR's side. It should also be noted that some creatures in SCS, like liches, have permanent Detect Invisibility that their scripting allows them to always pierce Non-Detection.
  14. Yeah, I ended up permanently turning off the "rest until healed" gameplay option after this happened to me the first time.
  15. This is the latest that I have, I do not know if it is actually the latest or not: https://dl.dropboxusercontent.com/s/66c0x4d5fnsszj3/rr-v492.zip
  16. re Hold vs. Stun: While there's no functional difference between these in the IE games, there is a distinction in actual D&D and the different ways they can be applied and their effects, so I don't really equate the two. Vanilla spells using 175: SPIN996 (Death Gaze?) SPIN990 (Paralyze?) SPPR208 (Hold Person) SPWI818 (Bigby's Clenched First) SPWI507 (Hold Monster) SPWI306 (Hold Person) SPPR305 (Hold Animal) Vanilla spells using 109: SPWI215 (Web) SPIN683 (Web Tangle) SPDR201 (Web) SPIN960 (Paralyzation Ray) SPPR728 (Implosion) SPWI711 (Sphere of Chaos) SPIN566 (Mimic Web) There's definitely a pattern, but it's a weak and not consistently followed one. Sphere of Chaos should probably use 175 and Bigby's Clenched Fist (and probably SPIN990) should probably use 109 if that were the rationale.
  17. Here is DLTCEP's documentation for #303: I wonder if there's documentation that Near Infinity has for certain effects that DLTCEP doesn't have, too. I unfortunately really hate working inside of Near Infinity for simple usability reasons (really, the one thing I'd like for DLTCEP that Near Infinity has is the ability to have multiple editing windows open...oh well), so even if that's the case, that's still sadly never going to happen for me, .
  18. @NdranC Type 4 makes it apply to "positioning only". I'm unsure what field in near infinity is for "type", but I would GUESS it's "stat value" here. I think you set "target" to 4 instead, which should be self (1).
  19. Thief-Mage + Shapechange + Iron Golem + 4D10 base damage + strength bonus = look out!
  20. Absolutely for spells that need better clarification. I've been working on these little by little myself (and had already done a bit of a rewrite before), but after looking at your hundredth spell, everything sort of starts sounding same, . If you applied opcode 303 with type 4 (ignore positioning requirement only) and timing 9 (death permanent), that would do the trick. I'm unsure how you would want to most efficiently effect that, though.
  21. Another small 1.2.3 update: Druids' Cone of Cold (whatever kit has it, I forget) is now properly protected from by Protection from Cold. Some minor corrected immunities for some of the newly dynamically added spells (very minor, mostly related making sure a few spells don't stack on top of each other). Petrification's original graphical effect and sound effect that used to play in vanilla is now restored (why this was removed by SR to begin with, I do not know). There is an additional settings.ini option (mainly for myself and @Salk, I think) to restore original petrification behavior. The default setting is the behavior that SR has been doing for a while, so if you want everything to stay as it is, as usual, you do not need to do anything, . The additional setting, however, is as follows: "petrification = 1 // set to 0 for all creatures to be petrified in the old style (chunked into dust in one hit); set to 2 if you only want non-party members to do so (party members will instead get the "nice" hold-style petrification)". Prevented a crash occurring for only non-EE games if you were using SRR but not IRR (as IRR would automatically fix it - now SRR does as well). EE games were not subject to this crash. A very minor file check consistency for a fighter HLA (harmless error).
  22. Yeah, it really shouldn't be doing 185 at least. It adds immunity to 175/185 (but not 176) from what I can tell. I used to use this mod what seems like ages ago, but stopped at some point when I realized SR and IR were handling it fine. SR also uses 185 for petrification. (e): In the vanilla game, 185 is used for holding undead with actual spells like spwi324 and spcl742, so maybe that's why it was added. Otherwise, it seems to be used only for special effects that should not be blocked. ...#skellieslivesmatter? As for 175, it's used by various spells in vanilla like Hold Person (sppr208, spwi306), while 106 is used for various normal spells like Web. I would guess the distinction is that 175 is a mental hold, while 106 is a physical hold. Free Action obviously makes a lot of sense for 106, while the case is kind of iffy for 175 (...note that both vanilla and SR Free Action also have protection against 175 for Free Action, iffy as it may be).
  23. If you've got that bit of text, that means everything should be good, .
  24. You don't need step 2 - go directly to step 3 (i.e. if you unpack the .zip file from github onto desktop or whatever, simply copy the spell_rev from SR_Revised into game directory and overwrite all). The setup-spell-rev.exe version doesn't matter - use either (I was only supplying it because it had been previously horribly out of date when it was beta 15). I've never used Project Infinity, so I can't rightly say. Does Project Infinity re-extract everything for you? If so, it'd likely overwrite SRR's files with SR's again if you did it ahead of time (which would be bad). Once installed, the weidu.log will note that it's SRR Revised under all installed SR components, so you can check if it worked correctly there.
  25. This opcode almost works, but not quite. It's true that it doesn't work on "while equipped", but it does work for duration, and when the duration is up, it reverts the character back to normal. Memorized spells aren't unmemorized if e.g. your class is changed from mage or cleric to thief. Thieving skills seem to be retained if you switch from a thief to a mage or something (which I'm surprised it does, because when you dual class from a thief to something else, you lose all your thieving skills when your thief class is restored in ToBEx games and have to edit the character to fix it). Unfortunately, there is an issue - if multiple opcode 72s are applied to a creature at the same time, then whatever was the one before the latest becomes permanent. For example, if you apply a duration 60 thief class change to a mage class, then apply another one right after, the affected character is now permanently a thief. You can work around that using sectypes and making sure to always dispel the first one before the second one is applied. Nevertheless, I would be greatly concerned about the possibility of ruining people's games by using it before thoroughly testing to make sure it works 100% of the time. (e): Also, the thought of somebody attempting to level-up while polymorphed/shapechanged without noticing that they're a completely different class is a frightening one, haha.
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