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Bartimaeus

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Everything posted by Bartimaeus

  1. I always wondered how many points were actually useful, since the default is 0 to 100, and if you count 0 as a point in of itself, that's 101 points. Turns out, neither 0 or 100 were counted. Not much you can do about it - right now, an item that has a 15% chance of an effect uses percentage points 0 to 15, which is effectively 15/99, or 15.15-%. 14/99 would be 14.14-%, which is less accurate, so I don't think this really changes much. Thanks for letting me know, though.
  2. Download and view with a video player if it doesn't automatically play in your browser. Also, sorry about the music, but I didn't feel like remaking it: https://dl.dropboxusercontent.com/s/3rlsvsjsmitigkw/2019-02-04_11-02-59.mp4 Seems to be working for me. As you can see, I cast a Fire Trap on top of Edwin, then had him cast Spell Deflection, then removed him from party and attacked him, Fire Trap activates and is deflected, and then I cast various other AoE spells on him until the Spell Deflection runs out of charges. Can either/both of you describe the exact situation(s) where it doesn't seem to work? One note I'm planning on adding to the Spell Deflection-type spells is an explanation that stationary spells like Cloudkill and Ice Storm et. al. penetrate Spell Deflection (sadly by game engine necessity). Hopefully that's not the point of confusion here. I think I've tested every spell pretty thoroughly at this point, but you know how it is...
  3. I think it's an arbitrarily drawn line between types of force delivery, I suppose. You have to physically throw a Minute Meteor, just like you'd have to throw a dart. Yes, the Minute Meteor is magically conjured, but so are the weapons of Monster Summonings and Enchanted Weapons, and I'm surely not in favor of .spl-izing all of their attacks to make sure everything passes a magic resistance check every time they do something. I'd be more open to adding magic resistance checks for magically created traditional energy attacks coming even from items (e.g. elemental effects like fire as well as stuff like vampiric or even fear et. al. effects), but it's a big no from me for physical damage that is delivered by physical force (there is more of a grey area on physical force delivered by magical means, though, such as Melf's Acid Arrow, and of course, there are specific and arbitrary exceptions in general such as the Cause Wounds series that are mysteriously exempt from MR where similar attacks are not). I'm not exactly clear on whether you still wanted the Minute Meteor to still do any kind of physical damage, though, which definitely affects whether you need to argue about this - if the idea was to eliminate all physical damage, there are already other limited use spell weapons e.g. Shocking Grasp that do have to pass MR checks, so yeah, go crazy (although I must admit that don't I particularly favor this Melf Meteors redesign to begin with and would probably revert it for at least myself). In a broader sense, though, I'm not sure whether I'd want every instance of magical effects coming from e.g. IR weapons to really necessarily have MR checks...I'm leaning towards no because there's no way I'd want to actually implement it and also it's just how it's always been and I'm kind of loathe to change it just because of that...but I am open to it at least being a novel idea. Big no from me on it triggering Spell Deflections, though - for the same reason we're not allowing stationary effects like Cloudkill to trigger Spell Deflection: a single Y level spell should never take up more than Y levels of Spell Deflection. Either it protects against it fully in the proper way (which we cannot implement in this case), or it shouldn't at all - at best, a note should maybe be made of it (probably unnecessary in this case, since this is already how the item has always functioned and what people already expect).
  4. It's not that I hate change, but I hate change. @Jarno Mikkola I think when you actually paste something, a little prompt at the bottom of the message box shows up so you can paste in non-rich text. Rest in peace, BBCode Mode. Yep, see:
  5. Ah, I think I know the reason. Because it is an AoE spell, it is affected by the AoE Spell Deflection subcomponent. This means that the effects of the spell are passed onto a subspell, the spwi812d.spl. Thing is, dvhorrid.eff, the self-immunizing effect file that protects undead and such against Horrid Wilting, is protecting for spwi812, not spwi812d. And while protecting against the base spwi812.spl should prevent spwi812d from affecting them, it only works if the effect is applied to them *before* spwi812d.spl hits them, not after like it currently is doing. Am I correct in assuming that you can only cast Horrid Wilting once upon these creatures, and then subsequent tries they're immune? If so, then the solution is really simple. I'll probably have to look at AoE spells to see if there are any more examples of this sort of errant behavior. Sigh...
  6. Hmm. Not a spell that SRR touches (spwi812 is literally not included with SRR). Could you give me a copy of your override spwi812 and spwi812d if it exists? Furthermore, does this apply to all undead, or do you have specific creatures in mind?
  7. Bracers of Speed: brac11.eff needs to be set to type 1 instead of type 0, already fixed in IRR. Saving Grace: I guess you'd need SCS to flag this shield as being "anti-undead" and something for non-mindless undead to generally avoid when possible if IR is installed. (e): Also, Saving Grace should possibly use condition 0 (hit by) instead of 7 (attacked by), as well as target 1 (last attacker) instead of 2 (nearest enemy). I am guessing that it was made this way to limit its damage output, maybe?
  8. Cool, better safe than sorry. Also why outlining the process you used to reach the conclusion that something is a bug can be helpful for those diagnosing it, :P.
  9. Yeah, sorry, wasn't really supposed to be posted for probably several days. I'm doing a big Magic Resistance test of every offensive spell, and I wanted to give Draztik a chance to reply, and I hate unnecessarily double posting. But yeah, when I thought it was single-use, it sounded like just about the worst 2nd level spell out there...lasting for an entire turn, on the other hand, means it could be borderline overpowered with a swashbuckler- or fighter- multi/dualclass. It still doesn't have great damage, but who cares when it has a -2 saving throw 5 round paralyzing effect? Really curious to play around with it in an actual game.
  10. Firkraag is definitely weaker than that group of vampires. I can't recall because I usually side with her instead of the Shadow Thieves, but are they even harder than the vampires you run into in Bodhi's lair the first time during the main quest?
  11. 1. Please clarify: did the projectile not target your charmed character, or did it simply fail to dispel the Charm? If the projectile targeted the charmed character, then you are likely not understanding how Dispel/Remove Magic works. Read the description of Dispel/Remove Magic for more info on how dispelling magic works - it is not a 100% chance of working on enemy targets, party members or not (at least, I would think that'd be the case). If, on the other hand, the projectile did not attempt to target the charmed creature at all, that would be very weird, since the projectile Remove Magic uses is a vanilla projectile and has not changed. 2. Yeah, looks like the self-protection opcode is not dispellable, thanks. 3. Me neither, particularly. Makes pretty much absolutely no sense to use vs. the 3rd level AoE spells like Glyph of Warding and Holy Smite, for both the AI and the player. The one neat thing about them is that they're not subject to magic resistance, I suppose, but I'll think more about them.
  12. Think it's supposed to be set that way already (it is kind of the idea of having a separate symbol for him, I would think), but yeah, it's not. Fixed and thanks.
  13. It was a little bit of a nightmare to fix since the way Spell Shield, Dispelling Screen, and Breach were all interacting with each other via the different .tpa files was...not intuitive, to say the least...at least to somebody not intimately familiar with weidu (a hour or so of my life down the drain trying to figure what in the world was happening between ardanis_spell_shield.tph, dispelling_screen.tph, dispelling_screen.tpa, and main_component.tpa...), but I think I got it now. Should be fixed, and the version number has been incremented to V1.0.11. ...Also, once again, something that needs to be fixed in SR b16 - not a bug originating from SRR. ...This also makes me think that there are probably more inconsistencies with the various Wish spells, but I really don't want to look at them right now, .
  14. MR issues with SR (non-Revised) b16's Sound Burst, Teleport Field, and Incendiary Cloud all confirmed and fixed for SRR (and now live on github). As for Breach, seems fine to me. Created a two sorcerer party on a fresh BG2EE install with only SRR installed, and went through three scenarios: Scenario 1: Had sorcerer #1 cast Stoneskin, then sorcerer #2 cast Breach on sorcerer #1, and it was dispelled. Scenario 2: Had sorcerer #1 cast Dispelling Screen and then Stoneskin, then sorcerer #2 cast Breach on sorcerer #1, and the Dispelling Screen was dispelled, but not the Stoneskin. Then cast Breach on sorcerer #1 again, and the Stoneskin was dispelled. Scenario 3: Same as scenario 2, except the order of Dispelling Screen and Stoneskin was switched. Same result. If you have reproducible steps, lay them on me. (e): I just noticed that you said the Breach spell from Wish. Reading comprehension skills, people. Yeah, looks like you're right, it's not getting the remove Dispelling Screen effect correctly, will get back to it later.
  15. Huh. I thought the colors would be switched from what you described. Blue would be empty (because it doesn't contain hostile effects in of itself), while white is full (because it could contain either hostile or friendly effects). I guess it's a little arbitrary either way you look at it, though.
  16. Hah. I've never used Tome & Blood, so I had no idea (EE-only, isn't it?). Took like 60 seconds each in Photoshop to recolor them...and several more minutes to convert them back and fix their palette.
  17. @DrAzTiK No idea, as I haven't ever used Kit Revisions, but it stands to reason that it probably is. Note that this is not an addition by SRR - the revised saving throw tables were always installed in SR games: I've just allowed the choice of disabling it via the settings.ini. Indeed, all the settings that I've added to settings.ini are the defaults used by non-Revised SR, to make sure that if somebody's installing SRR without looking through it, their options will effectively be the same as if they had installed SR. No problem, and yeah, I don't like it either, but it's the only way I can think of to make Imprisonment and petrification actually work like they're supposed to when you use them. At the very least, if a spell is going to have an unfair advantage, I'd prefer it to be for the player strictly because of engine limitations than for other reasons or for the AI, but still. V1.1.0 released: There is an additional settings.ini switch to make Imprisonment have a -6 vs. spell saving throw - defaulted to off. Soul Trap (used by Kangaxx) already had a -4 saving throw, and it has stayed like that (since they're technically not the same spell, and Soul Trap is cast more often and also drains 4 levels each time it's cast). Imprisonment will permanently Maze and subsequently slay party members after five turns if Freedom is not cast before that, but will properly and permanently Imprison everyone else it's cast upon. If you want items to drop from Imprisoned creatures, P5 Tweaks has a "Drop Items on Imprisonment" subcomponent. Should also affect Soul Trap (which was already being modified by SR), although I'm unsure exactly how SCS affects this spell, which I will eventually have to check out. Nymph's weapon should now have a generic icon (instead of nothing). Hamadryad's and Nymph's spells have the Cure Wound spells replaced in favor of Regenerate Wounds. Currently shelved, they'll retain their Cure spells. Their scripts cast spells by IDS entries (of which Regenerate wounds spells don't have any), and while I'm pretty certain I could figure out how to cast by resource name instead if I really wanted to by just poking around some other scripts, I think I'm just going to wait until SR gets its IDS entry update (assuming that it's still going to happen...eventually). Banishment already had a graphic effect being called (the same one used for other planar shifts such as in Imprisonment and ToB'S Pocket Plane ability), but because affected creatures were being immediately slain, could not play. So now creatures banished will disappear with a short delay so that the graphic effect can play. Animation fixes for Flame Sword, Spiritual Hammer, and the druid club spell that I can't spell. Checked other summonable weapons to make sure that I didn't create the same kind of problem, and it didn't seem like they were affected. Switched Faerie Fire and Sunscorch's resource files as per DavidW's instructions. If someone's playing on Siege of Dragonspear, could you tell me if the subcomponent "Remove Disabled Spells from Spell Selection Screens" is installable? Testing increased range on Blade Barrier and Globe of Blades, as well as "on-hit" spells like Fire Shield. Tentative. Feedback appreciated.
  18. ...I wonder if that's actually it, since most of the time, I have party AI off and no scripts assigned, but once in a while, I enable it for miscellaneous use.
  19. Yeah, I'm pretty sure I've seen that before in previous SCSs in ToBEx games. It's weird, because I don't think it happens every time, but it does happen.
  20. 1. That reminds me - since they're druids, they shouldn't even have Cure Wounds spells, but Regenerate Wounds spells. I'll think more about it. 2. Standard SR's settings.ini doesn't have anything besides like a ToBEx setting, if I recall correctly...but mine has the following settings: // Main Component install_tobex = 1 // installs ToBEx; automatically skipped if it's an EE game or if ToBEx is already installed and up to date revised_saves = 1 // installs Demi's revised saves tables for all classes (they're simplified and arguably a little more balanced) celestials = 1 // set to 0 if you prefer alternative celestials without SR mucking things up fiends = 1 // set to 0 if you prefer alternative fiends (e.g. atweaks') without SR mucking things up ai_spell_immunity = 1 // set to 0 to make the AI never use the old AI-only Spell Immunity spells (and have them replaced with spells of similar function and/or power) dispel_globes = 1 // set to 0 to make globes of invulnerability not be dispelled by Dispel/Remove Magic enchanted_weapon = 1 // set to 0 if you prefer EE's implementation of Enchanted Weapon (no new item, just set's current weapons to +3 enchantment level - EE only) saving_throw_imprisonment = 0 // set to 1 for Imprisonment to have a -6 saving throw instead of no save blindness = 0 // set to 1 to restore the original mage spell Blindness (replaces Obscuring Mist for mages - druids still have it) @DrAzTiK 1. I think I remember you mentioning this in the SCS thread - no idea what that's about, can't say I've seen it before (but also, I haven't tested the latest SCS basically at all yet), and I don't know if it applies to just SRR or SR as well. 2. That's really bizarre. Will have to take a look, but I don't think I've done anything to change that, possibly an EE issue? I'll find out, I guess. (e): Confirmed and fixed, was due to what should've been a harmless change, but the little things can get you sometimes. 3. Correct - clerics do not receive this spell. 4. Yes. Chaotic Commands protects against it because the Hold effect is I guess considered to be a mental effect (I'm not sure that I necessarily agree) in addition to being a movement-restricting effect, so they both protect against it. 5. That's correct. Where's the confusion from? Free Action and Chaotic Commands can protect one individual against hold/paralyzation (and Free Action will also protect against most other types of movement inhibitors, while Chaotic Commands will protect against most other types of mental commands), but not cure it, while that spell actually cures it for the entire party. 6. From what I can tell, everything in the spell looks right. I guess I'd need specific circumstances to test here to confirm the problem.
  21. From Call Woodland Beings? Uh, maybe. Anything you had in mind? Summonables are probably my weakest point in terms of revising/balancing them, honestly, as I hardly ever use them (it's just not really my style), so it's hard for me to project exactly how strong something might be...so feedback on them is always welcome.
  22. I edited my post for both points before you replied (but presumably after you saw the initial post). Hopefully that answers your question better. However, V1.0.10 has not released yet - so if that's important to you, give me a few days before I release it before rebuilding your game.
  23. 1. Modifying it in what way? The settings.ini is in the spell_rev folder in your game directory folder - just open it up with a text editor. 2. Are you talking about SR's Regenerate Wounds, or SRR's Regenerate Wounds? My Regenerate Wounds are somewhat different from SR's, and while heal for a little less overall (I think), heal a bit faster in return. (e): For the record, this is SR's Regenerate Critical Wounds: "Duration: 1 turn + 2 rounds/level This spell enables the caster to imbue a creature with the ability to regenerate. The creature affected will regain 4 hit points per round (up to a maximum of 120 hit points within 3 turns at level 10). The effect lasts for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.~" vs. SRR's: "Duration: 5 rounds This spell enables the caster to mend the wounds and injuries of the target by granting them temporary regeneration. The affected creature will regenerate 60 + 6/two levels hit points over the duration of the spell, up to a maximum of 120 at 20th level.~" I despised these spells for in-combat healing in vanilla SR, and while the scaling takes a little longer (takes up to level 20 to get all 120 hit points instead of level 10), having it always be within a duration of 5 rounds means these spells can actually be effective in combat.
  24. 1. Yes, that's because Spell Immunity is replaced by Dispelling Screen, but the AI can still cast the individualized versions of the spell via contingencies and triggers in both SR and SRR unless you use the settings.ini switch pre-install. 2. No, I don't think they "should", since the player doesn't have access to them, but they definitely will unless you use that switch. 3. That subcomponent was moved to Tweaks Anthology. @TheLoneTremere: SR b16's Banishment simply kills by gender - specifically gender 6 (summoned) and gender 20 (used by some mods for no limit summoning). If it's any other type of gender (and in non-revised SR, neither celestials or fiends use either of these genders), it will not work.
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