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Bartimaeus

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Everything posted by Bartimaeus

  1. Thief-Mage + Shapechange + Iron Golem + 4D10 base damage + strength bonus = look out!
  2. 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.
  3. 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).
  4. 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).
  5. If you've got that bit of text, that means everything should be good, .
  6. 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.
  7. 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.
  8. https://dl.dropboxusercontent.com/s/ep0dojodd43t588/spwi108.spl Sorry for the trouble!
  9. spwi108.spl, please! I tested this like 3 times before just to make sure, since it was something I very, very much did not want to show up again. (e): I have solved the issue. The reason it wasn't working is because of a too-zealous "delete protection from spell" function related to refreshing spells (instead of dispelling them) that only goes off in EE games, which is why I was not detecting it. I can fix your copy of the spell if you give me spwi108.spl, and I've now fixed it on github.
  10. I'm not much of an IE scripter, unfortunately. I am sure there must be dangers involved in straight up changing characters' classes, especially when there may be a variety of different situations (multiclass, dual-class, kits, mod-added kits...).
  11. Too bad you can't *enable* buttons for certain transformations (e.g. it'd be cool to use the rat transformation to give any character stealth abilities). I don't want to wholesale disable every class ability like that for every case, but it is unfortunate that a fighter transformed into a rat would have no stealth abilities while a thief would.
  12. https://dl.dropboxusercontent.com/s/qcysfg921r9a69t/TobEx_Beta0026.rar
  13. I wrote this description for SRR's readme: "Revised Warrior HLAs (may be used with or without the main component) A minor addition that doesn't completely fall within the scope of SR, this component slightly revises a few warrior high level abilities. Hardiness is changed from 40% resistance to all damage to 25%, while Whirlwind Attack and Greater Whirlwind Attack are changed from 10 attacks per round for 1 round to simply twice as many attacks per round for 2 rounds." SR is welcome to use it, I don't think I changed anything about it.
  14. 400 is what's used for Dimension Door in vanilla BG1 and BG2, if that means anything.
  15. A small V1.2.2 update: Protection from Missiles is no longer 1 turn (or 2 turns), but rather 1 turn + round/level duration. A while back, @DrAzTiK pointed out that this spell was 5 turns in vanilla, though it only protected against normal missiles. This is an attempt to meet in the middle a little while not being overwhelmingly powerful at low levels. (e): Although...now that I think about it, I'm pretty sure I intended to make the base duration 5 rounds, not 1 turn. ...I'll let it stand for now. Physical Mirror is no longer 2 turns, but rather 1 turn + round/level. From what I understand, it seems like that's how this spell was originally going to be designed as, but due to implementation complications involving additional 1pp/EE projectiles, simply could not be. From my testing, I have solved those complications. Better cross-compatibility between SR, SRR, and 1pp's "Spell Tweaks" component (specifically in regards to the updated Cause Wounds graphics that 1pp adds - note, not applicable to EE games). Partially fixed some Enchanted Weapon icons used for the Ninja-To +3, Wakizashi +3, and Dart +3. These icons didn't exist in non-EE games, and I ended up backporting them, but never looked to see if the backport was successful. I did recently look, and noticed that BG2:EE icons are in a different icon format than non-EE games, and so ended up modifying the bams to at least be passable. Still needs more tweaking, however. Bigby's Icy Grasp was immunizing its damage against hold-immune foes incorrectly, leading to only the first round but no subsequent doing damage against creatures like elementals. The spell also explains what types of creatures it cannot pin now, too. @Salk I have updated the 1pp fixes. Due to SR now dynamically adding the "Cause Wounds" spells (rather than using fixed resource names), it changed some resource names which would cause the Spell Tweaks subcomponent to fail.
  16. You have an odd fixation on "final versions". Well, I'm very happy to report to you that V1.2.1 is indeed the final version of SRR - until version 1.2.2, that is, . I'm sure we all wish that each and every mod were perfect, but the reality of mods is that there can always be things to fix or more to add on, especially ones that do as much as SR does. The only way you ever get definitively "final" versions of mods is if the author says they will no longer work on it and explicitly forbid others from doing so, and even then, people will still do stuff like the Big Fixpack to at least patch in important fixes or compatibility updates. Kreso was working on an official "final" version of SR V4 some time ago, but seems to have disappeared again. Based on the minor bugs/inconsistencies/implementation issues found since then, such a "final" designation would've proven incorrect. Also, what @subtledoctor said.
  17. @NdranC So BG1EE has them, BG2EE doesn't (and obviously, nada for non-enhanced games). I don't even know why they would bother to add them if they're not going to even do a simple recolor, or bring them to BG2. At this time, neither IR or IRR even touch them in the main component (I didn't even know they existed until now...).
  18. I thought perhaps the EEs added enchanted bullets I was not aware of, but I don't see any such thing. There are no electric/fire/cold bullets as far as I can see in BG2:EE.
  19. It's really not as exciting as the patch notes might sound (though I am somewhat excited to see if Contagion is sort of worth using when I get the chance to play again in approximately 12 years), since a lot of that stuff was super minor things that people were mostly incapable of spotting in-game. As for spells...not really? Mazzy's spells were fixed up a little and made to be consistent with the rest of the mod was probably the biggest one - but it was really more just making sure stuff like Quayle's invisibility was totally consistent rather than doing anything special, haha. (e): I did consider looking at Faldorn's Dread Wolf and Tiax's...ummmm...something that I already forgot, but it seemed like more trouble than it was worth.
  20. V1.2.1 released. Changes: Contagion revision to...maybe be more useful? Maybe? Also re-enabled for priests. "This spell causes a major disease and weakness in a creature. For the following 5 rounds, the victim must save vs. poison at a -2 penalty every other round or permanently suffer a cumulative -1 penalty to strength, dexterity, constitution, and charisma. The target must also save vs. poison at a -2 penalty each round or be stricken with a terrible sluggishness for that round. The characteristic points lost from this spell can only be restored with a Cure Disease, Heal, or Greater Restoration spell. Magic resistance does not affect this spell, though the undead and certain other creatures such as elementals, constructs, and illusions are completely immune to disease." Add Friends scroll to Tranzig (BG1). AI-only Spell Immunities now disabled by default. A few more party member-only spells now handled by SR. More important fixes: Mage Armor was going to one better AC than it was supposed to. Meteor Swarm was allowing a save at -6 instead of -4. Correct all power levels for antimagics, except Breach which is exempt (as to always work on liches and rakshasas - matches SCS behavior). Power Word: Stun's 1 round stun was not supposed to be resistable. Also now displays stunned icon/message. Khelben's Warding Whip now dispels Spell Shield consistently. True Seeing protects against druid's Obscuring Mist. False Dawn is not dispelable now. Teleport Field is no longer subject to magic resistance. Fixed scrolls quantity/charges problem. Correct scroll patches for MS1 and MS9. Goodberry correctly set to druid-only again. Protection from Petrification now getting...you know, protection from petrification (at least in my tests it has). Conjure Elementals get correct summoning percentiles (1% better than it should've been). Petrification from basilisks handled a little more consistently. Almost harmless fixes: Power levels consistency fixes: Spirit Armor, Vocalize, Far Sight, Raise Dead, Greater Command, Repulsion, Physical Mirror, Animate Warrior, Ghostform, Shapechange. Dispel conditions consistency fixes: Gust of Wind, Vampiric Touch, Contagion, Farsight, True Seeing, Tenser's Transformation, Animate Warrior, False Dawn, Icy Grasp, Energy Drain. A great deal of immunity, saving throw, and/or dispelling consistency fixes: Power Word Blind, Icy Grasp, Horrid Wilting, Mind Blank, Ghostform, Freedom, Feeblemindedness, Greater Restoration, Contagion, Dolorous Decay, Improved Haste, Chaotic Commands, Dominations, Charms, Hold Monster, Hold Person, Break Enchantment, Vampiric Touch, Larloch's Minor Drain, Energy Drain, Poison, Sleep, Power Word: Sleep, Remove Paralysis, Resist Fear, Command, Ray of Enfeeblement. Some targeting fixes (harmless). Some description clarifications in regards to immunities and MR bypassability. Various summoned weapon amounts set to 1 (harmless). Healing spells remove intoxication icon (always had cured it before anyways). Bigby's Clenched Fist wasn't applying a stun icon. Poison neutralizers remove poisoned icon (is there any reason they didn't?). Un/Holy Word's graphical effect is tenatively enabled. Pierce Magic was displaying icon for 11 rounds instead of 2. Something like all that, anyways. A lot of credit goes to @grodrigues, who found most of these: you can read his inconsistencies/bugs notes in better detail here.
  21. Gotcha. I think I found and fixed all of the broken ones which I put in that .zip up above if somebody wants to add that to the github.
  22. What program did you use to convert the .bmps to .bams, out of curiosity? It didn't seem like they were DLTCEP-saved .bams (which is what I ended up using to save them back to .bmps, then resorting the color table, then saving them back to .bams again), but I'm not sure what other tool(s) can be used to do it.
  23. Oh, I actually do do that: https://github.com/BartyMae/SR_Revised/releases It's just that when I actually decide to make a new version release is a bit random: usually I wait until everything I know of that I want to do is at least currently done.
  24. i just work here, okay? (what does "versioning" in relation to github mean, exactly? I'm not exactly a github expert - working with it as best as I can, more or less, haha) It's less that I know something will break and more that silly mistakes like out of place characters that I'll immediately find once I test will occasionally occur, like you saw there.
  25. I'd advise waiting a few days: I'm in the middle of going through @grodrigues ' bug reports for SR on github, so once again, downloading the latest repository at any given moment is not necessarily a guaranteed working mod as I update some files but not others, . I will fix that particular problem right now if you're insisting on rebuilding, though, . (e): Fixed, but again, I suggest waiting a few days: I'm currently through levels 1-4, still 5-9 to go. I'll be releasing a new version number once finished. I'm starting to remember why I used to create a branch for "latest changes still not in the latest proper version release" - usually save the important testing for when I'm going to make an actual release, .
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