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  1. @BartimaeusMissing AUTO_EVAL_STRINGS so as not to have to intersperse EVAL's everywhere. But if I turn it on then the main component no longer installs barfing somewhere in the code that sets spell schools. Putting the PR on draft until I go over it again.
  2. Just to put the discussion along the PR. But I can also just link it here, so no problem, do whatever's more convenient for you.
  3. My knee-jerk reaction was "then memorize Break Enchantment" as I definitely do not like the idea of making petrification temporary. It cuts on some of the danger factor, that is, it is a threat vector that the party *must* account for. Unfortunately, my response does not quite work because as you pointed out one cannot leave the area -- or at least one would have to expel the party member before leaving (if at all possible, I think it is but do not quote me on it), which has its own complications. Sigh. As with imprisonment, I do not have a good solution for this.
  4. @BartimaeusThanks for reviewing. Fixed the lack of neutral charm and the missing ".eff" extension. The duplicated opcodes should be fixed as well (typo in the argument to CLONE_EFFECT). Any other comments, holler in the PR itself please. As far as the 324 opcode, that is most likely the doings of kreso_eestatSR.tpa. The PR itself does nothing in that regard. The idea is I presume, to block spell if target is under Chaotic Commands.
  5. The PR: Refreshing, non-stacking is up, fixing some (egregious) bugs in the patching code for EE. Since it does extensive surgery on two files, more pairs of eyes on it would be great.
  6. PR is up. Dire charmed not covered because I am not convinced it should be neutral, but we can always revisit it later on. Since implementation is tricky, more pairs of eyes on it would be nice.
  7. Finally getting around to implement this, but need some help. We need to filter for hostile and non-hostile (= neutral and ally) via Use Eff to account for the different save on the charm according to whether the creature is hostile or not. The relevant filtering is via ea.ids. My question is: are GOODCUTOFF (30) and EVILCUTOFF (200) enough?
  8. Actually it is not as bad as it looks, as all patching is done with WeiDU code, so most of the work was shifting things around and make another pass through spell to uncover any mistakes -- and sure enough, some were caught.
  9. As Bartimeus said. SCS AI compatibility is one of the priorites and restoring the immunity to magic weapons +3 is pretty much the consensus around here I think. The issue is what exactly can we add to make Prismatic Mantle a real option (for the players) instead of just defaulting to PfMW -- I can only speak as a player, but it is what my party mages always do, including bards/fighter-mages that go melee. Have to think about this, but the conundrum Bartimeus raised is fair: as a rule, if you are using protection against weapons spell it is because you do *not* want to get hit. Since retals occur regardless of damage ocurring, the problem becomes in the prismatic mantle effect itself. We could prevent shield stacking to help balance -- this is probably a good idea anyway independently of what exactly we do with prismatic mantle.
  10. The current SR implementation of Prismatic Mantle has dropped protection from any sort of magic weapons and has put in a retaliation. While the concept is good there are several problems: the implementation has several issues not the least the fact that there is left over cruft suggesting that the spell does protect against (some) magic weapons. It ends up gimping the AI and is bound to confuse SCS. If you are a mage, you do *not* want to get hit and with PfMW at level 6 why would you even waste a level 8 slot on such a spell? Maybe, maybe a fighter-mage or a similar frontline fighter would want to cast it to augment his dps, but I doubt it. Given this the proposal is to reinstate the protection against +3 weapons (inclusive); to compensate, nerf the retaliation to only happen once a round. One advantage is that SRR already implements such, so we can just shamelessly pilfer the implementation. If you prefer what SR currently offers, present your argument. If you have any experience with SRR and its implementation of Prismatic Mantle, could you share your experience with the spell? Is it balanced, the AI (and by AI, I mean SCS AI) does the sensible thing within the constraints of what an AI for the IE engine can do, etc.
  11. All the spell fix PR's are up (and many have already been merged); I still have to open a couple of RFC and submit a few more PR's, then I will declare this first stage done, do some install testing and roll out the next public release.
  12. The problem applies to any spell cast at point via a projectile. Is this a mechanic people want do away with? In itself and separate from any other considerations, I do not see anything wrong with it. Then there are the several ways we could go about it: (1) instead of targeting a location, target a creature and maybe bypass invis (2) increase aoe -- but then we have to look at other aoe spells and my general impression is that some of them, namely Glitterdust, maybe Grease, definitely need such a buff independent of this specific problem (3) reduce casting time and/or increase projectile speed.
  13. That is settled then, and by this I mean: implement neutral charm with different saves for hostiles and non-hostiles (numbers as laid out by Bartimeus). I am still undecided on Dire Charm; it is just the oddball. One thing I would like to ask is some kind of blurb, hopefully lore-friendly, to stick in the spell descriptions for this behavior as I intensely dislike opaque (to the user) mechanics. @subtledoctornot tied to this RFC, but currently there is a small issue blocking the merge of your nwn spell deflection patch. Could you please fix it? I could do it myself, but it is better to do it at the source.
  14. Right. As far as parsing my proposal, start with what I actually want to achieve: I imagine there are several ways to go about it, but making the "best charm" = non-hostile have only a middling save, and save the best save (pun intended) for the not-so good charm = "hostile at the end" was a good compromise. In this way, there is something of a risk in the casting the spell, which I think is a Good Thing (tm). But maybe I am looking at things the wrong way and it is just better to have to unlock content safely.
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