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Bartimaeus

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Posts posted by Bartimaeus

  1. 1 minute ago, TheLoneTremere said:

     

    So that imprison would have a save that procs first before the imprisonment.

     

    Also, i think it's SR. Here is my weidu log for SPPR419.SPL

     

    SPPR419.SPL-WeiDU-FileChangelog-2019-Jan-24.txt

    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.

  2. 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.

  3. 54 minutes ago, DrAzTiK said:

    No I didn't replace them but I didn't see a single scroll of spell immunity in store  or loots.  (and the SCS component providing scroll of spell immunity is skipped when detecting SR).

    So  do you think  enemies mages shoud use spell immunity when SR or SRR is installed ?

    Also I don't see anymore the move boo into Minsc inventory component.

    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.

  4. 34 minutes ago, DrAzTiK said:

    4- I  play with SRR and rarely but sometimes, it seems that enemies mage cast immunity to abjuration or divination ( according to the text box). These spells no longer exist with SR

    6- a detail but protection from elemental energy is a level 4 spell with SR and it looks like enemies mage memorize the standard old spell ( like protetion from fire level 3)

    4. If you play with SRR, it is actually default behavior that these spells still exist. Did you enable the settings.ini switch to replace them?

    6. Same problem as atweaks' Further Revised Fiend Summoning spells, except only sort of - Protection from Elemental Energy is a spell that lets you choose from four subspells to cast, but unlike atweaks, does not actually replace any old spells, and SCS does not presumably try to add it to any NPCs. But yes, that's why the original spells still exist - so that the AI can still use them.

    (e): @DavidW: #4 applies only to SRR, but #6 is SR as well.

     

  5. Yeah, it sucks and I don't want cheating to be necessary even for rare occurrences, which is why I want to fix it. As for the delay, I think it's actually 30 seconds in standard SR, and I've upped it to 60 seconds, but I could set it to 1 hour (5 turns), too - I didn't want the delay to be annoyingly long, I guess. One other thing I thought about is whether an explanation of how it works differently for party members should actually be provided in the spell description under a "NOTE:"? It'd require "out-of-universe" text, which I hate, but I think it's important to properly explain the difference in behavior for anybody not going through every page of thread discussion like this.

  6. For what @TheLoneTremere said regarding the fiend summoning: SR does not give the summoner a choice about what type of fiend to summon, and so I'm pretty sure it's perfectly compatible with SCS, but atweaks' Further Revised Fiend Summoning (which is personally my preferred method of fiend summoning) subcomponent does. Essentially, if you're a Lawful Character, you can choose between a Lawful and Neutral type of fiend to summon; if you're a Chaotic character, you can choose between the Chaotic and Neutral type of fiend; and Neutral characters get access to all three. TheLoneTremere was possibly saying that when this component is installed with SCS, SCS's AI isn't properly selecting a fiend to summon after casting such a spell? I haven't tested it, so I don't know, but it sounds possible.

  7. V1.1.0 changelist:

    1. Imprisonment implementation has been changed. When used against party members, they are permanently mazed then slayed after 1 turn (what SR does already). When used against non-party members, proper Imprisonment occurs (new). I don't love being able to resurrect/revive Imprisoned party members because of this (as you're supposed to have the body to do so), but I understand that both the Imprisonment and (permanent) Maze effects are simply non-workable for party members (Imprisonment removes characters from your party and breaks ongoing party member dialogues in at least non-EE games, I believe(?), while Maze makes it so you can't leave the current area and thus if you don't have a Freedom scroll, your game essentially ends) and so we kind of have to work with game engine limitations here. I'm thinking this sort of "different treatment for party members" might also be the way forward in regards to kreso's new petrification idea, where I can restore the old classic petrification behavior except against party members, where it'll act differently in order to sidestep engine problems. I don't love having different behavior for party members, but I think it's the only way to avoid permanently getting rid of the way these spells are supposed to act while also working around their game-breaking behavior. What do you think, @Salk, others?
    2. Additionally, if you really hate how Imprisonment has no real apparent way to protect against it (a number of people have complained about it over the past months), there is now a settings.ini switch that introduces a -6 vs. spell saving throw to it - defaulted to off.
    3. other things - will update later
  8. V1.2.4 released:

    1. Roranach's Horn is the single helmet with an AC bonus of 2 now - Horned Helm of the Rock was strong enough without it, and it was unnecessary for Red Dragonscale Helm entirely IMO. Roranach's Horn is in a bit of an unfortunate spot because it and Helm of the Rock had a lot of overlap previously in standard IR, so this is its (now) unique bonus in addition to the HP bonus.
    2. Drowcraft THAC0 and damage bonuses are properly handled now (and accounted for in Weapon Changes).
    3. Doomplate +3 now has 0 AC instead of an erroneous -1.
    4. Boots of Etherealness properly protects against SR Imprisonment effects.
    5. Orc Leather +2, Drowcraft Full Plate, and Drowcraft Chain Mail now have their correct amount of damage resistance when using Revised Armor (although the solution was kinda hacky because I couldn't get the standard coding to work with what I know).
  9. Blade Barrier works a little funny - it's 1D8 per 3 seconds for a total of 2D8 in a round. I think I'm actually going to very slightly increase the radius of Blade Barrier and Globe of Blades, because their radius is so small compared to the graphical effect, and with some weapons with longer range (e.g. staves, two-handed swords), it seemed like you can literally be in a melee battle with other characters and the radius won't reach. And yeah, I'm gonna figure out an animation for Banishment, too.

  10. @DavidW @DrAzTiK

    Summon Fiend('s description?) does indeed seem to be reverted by SCS. SCS did not seem to cause any issue for Blade Barrier or Banishment, though.

    @AnonymousHero

    Like this? img%5D

    Quick edits, but they work. Up to DavidW as to whether he'd want to use them, though. On a side-note, I used this component and created a Mage in ToB (BG2:EE), and didn't seem to get these abilities? Think you're supposed to get them automatically, but I didn't seem to.

     

  11. Draztik, who are you testing Blade Barrier and Banishment upon? Just so you realize, both of them only work on hostile creatures - in other words, you can't do what I just showed in the previous video, summoning your own Death Knight to banish - that doesn't work (unless you make them go hostile, anyways). It worked for me because I modified the spell for testing purposes. I got around to actually testing Blade Barrier. Created a hostile Aerial Servant that I gave 100% MR, cast Blade Barrier, and it's piercing through its Magic Resistance every time. I installed the Initialize AI subcomponent of SCS, and tested both Blade Barrier and Banishment again, and everything is still working.

  12. I installed that and the Celestials component after installing SR, and summonables still seem to have the correct gender, and it's confirmed by casting Banishment upon them and them successfully being banished. If there's a creature that you're casting that's never being Banished, e.g. the Death Knight (dvdeathk.cre), you should grab its .cre file from out of your override and either look at its gender or upload it so I can.

  13. Banishment: You'd be better off checking the .cre that is not getting banished. Summoned/gated creatures should have gender 6 (summoned), 9 (gated/fiend), or 20 (summoned no limit). If it's not one of those, then it can't be unsummoned.

    In 2nd Edition, I believe Death Knights are Lawful Evil, which means if they're actually fiendish in origin (which it seems like SR is treating them like they are), it would stand to reason it would be devils specifically, in which case them fighting each other does make sense. As for the the Death Knight not defending itself against the player while having PfE and vs. the Glabrezu, yeah, I'm not sure what's up with that, and figuring out its script is probably unfortunately beyond me. To be honest, I don't even use SR's revised fiends (hence why the fiends switch exists in settings.ini), but instead use slightly modified versions of atweaks' Revised Fiend Summoning component that I think are simply better. I really think Summon Death Knight and Cacofiend should be separate spells.

    Note to self: patch B1-6.itm to have generic monster weapon icon. Create copy of B1-6 with an icon, more like.

  14. Yeah, all rods do 1D6 even with Weapon Changes installed. I'm not totally sure why, but IR treats rods as a separate weapon type from clubs.

    I think I'm going to make the AC bonus for helms contingent upon actually installing the "no critical hit protection for helms subcomponent". Unreasonable to assume everyone will be using that subcomponent.

  15. Blade Barrier: Can't confirm on paper. SPPR603 casts SPPR603D immediately upon casting this spell and every round after, and each opcode used to cast this additional spell effect has their resist type set to 3, which is "can be dispelled, but bypasses magic resistance". SPPR603D then casts SPPR603E twice, one immediately and one with a 3 second delay, and both of them have resist opcode set to 3 as well. So far, so good. Finally, SPPR603E causes 1D8 slashing damage, with resist type set to 0, which is "nonmagical" aka bypass magic resistance and cannot be dispelled. From everything I see, it looks good to me.

    Banishment: Hmm, seems to work for me. See demonstration here (download video if your browser isn't automatically playing it): https://dl.dropboxusercontent.com/s/f3v6r6gulo82oar/2019-01-19_19-09-02.mp4 Possibly a compatibility problem with atweaks/SCS, though. Although now that you mention it, I think I want some sort of special graphical effect that appears when it's actually successful, since them simply disappearing out of existence kinda looks janked. Also, in this demonstration, it seemed like Death Knight might have something wrong with his script, since he wouldn't attack me even after I started attacking him while having Protection from Evil on? Not sure what that was about.

    Shield of the Archons: What's incorrect about it?

  16. Doom Plate: Got it.

    Drowcraft Armor: I disable damage resistance in the settings.ini, so I have no idea if that's correct or not. I would guess it is, it's probably part of the Drowcraft bonus, but I don't actually know for certain.

    Drowcraft Weapons: I don't really know why because it's something inherited from IR that I didn't change, and it's something I'd actually noticed before when trawling through each item to double check them, but Drowcraft weapons actually use the "Bless" property, which, according to DLTCEP, improved THAC0 and Saving Throws for every point of Bless, with each weapon set to 2 here. Thanks for reminding me, as I'd completely forgotten, as I think I'm just gonna change them to increase damage and THAC0 by the standard method.

    Helms: Yeah, there are a few helms that grant 2 AC now - made for use with the helmets don't protect against critical hits subcomponent, but not required. Red Dragonscale Helm, Improved Helm of the Rock, and Roranach's Horn are the only three to do so. I always had a debate with myself whether Red Dragonscale Helm should really get it, because it's so easy to get, but I did want at least one SoA helmet to get it and it seemed the most fitting because it's a dragonscale helm, so I don't know. If not that, I'd probably go with...Helm of Defense, maybe?

    Magic Resistance & Potions: Potion of Energy Shielding is a more expensive potion than Potion of Magic Blocking (1000 vs. 750), but yeah, getting magic resistance values can be hard to do because otherwise stacking them can get mighty powerful awfully quick, which is probably why most items don't go overboard with it. In vanilla: 1. Potion of Magic Blocking gave 50% MR but for only 1 turn instead of 5 it does in IR; 2. Potion of Magic Dispelling was a Greater Globe of Invulnerability (immunity to all spells level 5 or lower) but only lasted 5 rounds; 3. Potion of Energy Shielding was...just another Potion of Magic Blocking that granted 50% MR but also made you make all saving throws, and it lasted for 3 turns. So that potion was way stronger than pretty much anything else.

  17. I'm not even sure why SR makes Imprisonment uses the death effect to begin with. According to text source I've read, Imprisonment suspends a creature in stasis once successfully imprisoned, so it's not like they should starve or thirst to death after 48 hours or anything. I'm tempted to remove the death effect from SR's Imprisonment, buuut I guess that only saves people if they're using SRR, so worst case scenario, I'll make the boots protect against specific Imprisonment spells wholesale.

  18. I think I recall I enabled that setting once upon a time, and was annoyed with characters clogging up the text log when you entered areas - if I'm recalling my vague memories correctly. I'm usually all for including everything in the combat log, but for this one type of situation, it'd be pretty rad if in this one situation they could do it "silently" instead. I'd definitely start enabling it then.

  19. That makes a sort of sense, but then I'd be tempted to also change it for throwing axes and hammers and maybe darts, because the mechanisms of those types of missiles are not really the same as an arrow or a bolt either (and for that matter, I'm sure someone could make an argument that there can be a bit of a difference between a crossbow and a bow, too - in my mind, crossbows are the most like a gun, being used for mostly point-and-shoot straight-shooting, and fit what a "missile" type of damage should be, while bows are a little more flexible in terms of using gravity and parabolic arcs to rain death from above...though that type of arrow shooting isn't particularly relevant to Baldur's Gate gameplay). And while you could start doing that, I think I'd prefer to just let the original design stay the original design, as I'm not into making an arbitrary choices about what constitutes as "missile damage" and what doesn't. I feel things are "missile damage" just because they're a missile - simply a distinction between melee and ranged weapons. And if a bullet, or throwing axe et. al. is not missile damage, do you prevent Protection from Missiles from protecting against them? I don't want to have to think about this more than the original devs probably did, YxuCSdG.png.

    (e): words

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