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Grammarsalad

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Posts posted by Grammarsalad

  1. Okay, it's been a while, but I remember that there is a way to change the mfist item, and I think the fist item, to act like a "normal weapon" (i.e. where it acts like any other weapon re proficiency, specialization, etc.) I don't remember how. I'll check in a bit, but thought I'd throw that out there

  2. On 4/25/2020 at 4:23 AM, Cahir said:

    Unfortunately B_Spells didn't install correctly. I've put it between TnB and FnP.

    ProjectInfinity-Weidu-Debug-B_Spells-103-Error.log 2.34 kB · 2 downloads

    I suggest installing the release version of B_Spells (Spells & Magic).

    I know it's an older version, but it's more stable and should present fewer problems. I upload to the main build just to keep everything in order. I try to only release builds that will be relatively gentle.

  3. On 4/21/2020 at 6:32 AM, Luke said:

    Thank you very much for sharing!

    I decided to remove the fake weapon and give them this effect. I also replaced your 'no filter' check with an INT check. In particular:

    • Shadow Monsters: if the attacker has 'INT >= 16', then it will automatically disbelieve. Otherwise ('INT < 16'), it will disbelieve only upon a successful Save vs. Spell.
    • Demi-Shadow Monsters: if the attacker has 'INT >= 17', then it will automatically disbelieve. Otherwise ('INT < 17'), it will disbelieve only upon a successful Save vs. Spell at -2.
    • Shades: if the attacker has 'INT >= 18', then it will automatically disbelieve. Otherwise ('INT < 18'), it will disbelieve only upon a successful Save vs. Spell at -4.

    To sum up, these creatures will deal full damage unless the attacker realizes (via making a Save vs. Spell) it's hitting an illusionary creature.

    Let me know if you need more details about how to implement this mechanic (it's a little bit different from yours...)

    I love it! And my pleasure! I love talking about different implementation ideas!

    I'm working on a tweak that implements pnp high int illusion immunities, which will implement something like this, but require higher Int levels. I'm also going to do a variant that gives wis like bonuses to saves vs illusion (and maybe other spells that make sense), as well. And, I'll also be doing the pnp wis bonuses to saves. 

    I'm interested in hearing more about your implantation. The way I would (and probably will)do it is by using different 326effects based on the Int stat. Let's see...

    This is a work in progress to implement save bonuses for exceptional attributes. I'll use similar, but more complex code as the initial 326s will need to target the caster and account for this component (and vice versa--oi!!), for save penalties based on caster attributes. 

    Edit:

    The actual link:

    https://github.com/Grammarsalad/Proficiencies/issues/42

     

    Edit 2: I don't think it's complete. As I recall, I got a bit burnt out.

    Edit 3: lol, I got off track. I actually don't remember how I implemented the disbelieve mechanic--the details, I mean. I remember not being totally happy with it. I would love to know how you did it

  4. One way to partially check is to check if the scroll icon matches the spell being cast. 

     

    This should help:

     

    https://github.com/UnearthedArcana/B_Spells/blob/master/B_Spells/data/components/Setup_Revised_Spells.tpa#L306

     

    The above checks a spell for a specific opcode, and saves the resource as "item"--because then I need to do stuff to the item. But you could do something similar for scrolls to check if the spell matches the icon.

    Edit2: to be clearer, you would need to check for a resource that matches the spell icon--the first 7characters--ie for the cast spell opcode--where it only does whatever if they match. 

  5. 7 minutes ago, Bartimaeus said:

    It's definitely beneficial to keep wackier/experimental ideas as separate components like this when possible. The monstrosity that has become my settings.ini file for SRR (...and IRR, for that matter) is proof enough of that. Of course, part of the problem is that I'm working inside the frameworks of those mods, and they do stuff like completely changing the behavior of petrification when that pretty obviously should've been a separate component with at least a couple different options to choose from with clear explanations as to what they effectively do...but since it's not, I'm kind of in a bind, especially when you consider that so many people use automated installs where, if I start putting "essential" (to them) parts of the mod in new components, then I'm effectively removing those features from their install. For stuff like individual spell tweaks, it's perfectly fine for stuff to stay as additional components in a separate mod.

    Protection from Poison (what Neutralize Poison effectively currently is) has value as a spell in of itself, and that should probably stay, but uh, maybe at 3rd level, not 4th - after all, its greatest use is definitely in BG1 (I would think?), and poison really just doesn't have the power that elements do in BG2. I don't know for sure, I guess. Remove Paralysis is a dumb spell, too, speaking of.

    Completely agree.  Lol.  My ini is getting crazy, and the number of combinations that I have to consider is getting...out of hand.  The whole thing is such that I have to assume nothing for every single spell (to the point where I'm using RES_NUM_OF_SPELL_NAME for known spells like chill touch...lol)  That reminds me: I have to peep SRR to ensure compatibility when I get the chance--it's probably not enough if I just ensure compatibility with SR anymore... and then there is IR and IRR. lol

     

    27 minutes ago, subtledoctor said:

    * I am aware that Unfailing Endurance is already a mid-level spell... but cripes, I really can't see why.  Faiths & Powers moves it to 1st level, which is much more appropriate given its utility, IMHO.

    Yeah, I have a tweak that changes the spell (mostly as is, but resetting fatigue to 1) to a 1st level spell called "Remove Fatigue". I think that's an actual AD&D spell, so bonus.  I'm thinking of ways to make Unfailing Endurance worth a 4th level slot (refreshing fatigue of the party, as well as giving each member an innate ('second wind') that allows them to refresh their fatigue again...or something)  

     

  6. On 3/1/2020 at 4:33 PM, subtledoctor said:

    1) Make Goodberry a druid’s swiss army knife. It can generate a single bunch of berries (one item) and you choosecwhat it does when you cast it:

    • Cure Light Wounds
    • Sanctuary
    • Barkskin
    • Cure Disease
    • Cure Fatigue
    • Lesser Restoration
    • Produce Fire
    • Et cetera

    Some options would not be available (like Restoration) until you reach higher levels. Or could even make versions of the spell at every spell level, which would have more possible effects (and better healing, for the healing effect). This would really lean into the idea of druids working their magic via plants/nature, and give them a cool way to simulate a bit of spontaneous casting. 

    This reminds me of my Cantrip and Orison spells. They each allow the caster to cast from a selection of minor spells (ie priest or mage cantrips, respectively) that are weak for the level but make up for the descrepancy by offering variety (if some version of 1st level cantrips is installed, it is added as a 2nd level spell). 

    The idea of having one version per level also solves a problem introduced by SR. Now, of course, I understand why SR made it a first level spell. It's so weak in anything like it's current form that it is just not worth a second level slot. But, it's not really worth a first level slot, either (I think Demi himself has said as much).

    And now if you want to completely revise the spell you have to account for it as both a first and second level spell (depending on whether SR is installed). Also, I think IWDEE has it under a different internal name, so that's another wrinkle. 

    Anyway, having multiple versions for each level can streamline the series of spells. Add a version under the bg(2)ee internal name (making sure to remove the original spell res from hidespl in IWDEE), and add a version under the IWDEE spell name and you don't even have to do a check for SR (though you still need to worry about IWDEE). 

    And you don't really need to have 7 versions. It could be like the animal summoning spells in vanilla (e.g. version 1 at level 2 or 3, version 2 one level higher, etc.). It should only target the person eating the berry, imo, and should never have an effect that is equal to an effect that can be produced by a priest spell at the level of the spell (or higher).

    The only exception is when you have a revision that lowers the level of such a spell to at least one level below the berry in question. For example, I have a revision that replaces unfailing endurance with a more level appropriate toughness spell and duplicates the effects of UE as a 1st level spell remove fatigue (I'll be taking your advice re reducing fatigue level to 1 rather than 0). In such a case, I think it's perfectly valid to have a spell that restores fatigue that is lower than 4th level (edit: but again, not 1st level imo)

  7. 10 minutes ago, Luke said:

    Yeah, you're right, but it's not always bad: I mean, non-intelligent creatures (e.g.,Carrion Crawlers) or Fighters/Paladins/Barbarians/etc should not be able to recognize an Illusion... Only super-intelligent creatures (e.g., Balors) should ignore them...

    That's...a good point, as least re C. Crawlers. I'll probably revisit the spell and make "dumb" creatures immune to disbelieve. My plan had been to make exceptionally intelligent creatures automatically disbelieve (e.g. int 19 creatures vs 1st level illusions)

  8. 5 hours ago, Luke said:

    I'm working on a mod that aims at revamping all Monster Summoning spells (mainly the AI) and this is how I tweaked those series of spells:

     

    I set their GENDER to ILLUSIONARY => On one hand, they're not automatically killed by Death Spell and are not subjected to the Summoning Cap (i.e., you can summon an 'unlimited' number of them, which hopefully makes sense since they're not conjured matter). On the other hand, they're instantly killed by Remove Magic, True Sight/Seeing, Thief's Detect Illusion mode and the like (which also makes sense...)

    I gave them two weapons: a real weapon and a 'fake' one (which deals non-lethal damage). After that, I added the following script to their CRE file (along with their main combat script):

      Reveal hidden contents
    
    
    IF
    	Die()
    THEN
    	RESPONSE #100
    		DisplayString(Myself,~Illusion Dispelled~)
    		ReallyForceSpellDead(Myself,ILLUSION_DEATH)  // SPIN835.SPL (No such index)
    		Wait(1)
    		DestroySelf()
    END
    
    IF
    	Allegiance(Myself,EVILCUTOFF)
    	AttackedBy([GOODCUTOFF],DEFAULT)
    	Global("Illusionary","LOCALS",0)
    THEN
    	RESPONSE #100
    		SelectWeaponAbility(SLOT_WEAPON1,0)
    		SetGlobal("Illusionary","LOCALS",1)
    END
    
    IF
    	Allegiance(Myself,GOODCUTOFF)
    	AttackedBy([EVILCUTOFF],DEFAULT)
    	Global("Illusionary","LOCALS",0)
    THEN
    	RESPONSE #100
    		SelectWeaponAbility(SLOT_WEAPON1,0)
    		SetGlobal("Illusionary","LOCALS",1)
    END

     

    So basically, as soon as they're attacked by any means, they'll switch to the real weapon and deal real damage (instead of non-lethal damage...). This is how the game treats illusionary monsters in the BG2 Circus Tent...

     

    As far as their HP are concerned, I decided not to give them the same amount a real monster will get. In particular:

    • those summoned by the level 4th variant (Shadow Monsters) have 2/5 HP of the real ones (for instance, a level 3 Lizard Man will have 2/5 of 3d8+1, that is: 10 – yeah, that's pathetic, but you can summon an unlimited number of them...
    • those summoned by the level 5th variant (Demi-Shadow Monsters) have 3/5 HP of the real ones.
    • those summoned by the level 6th variant (Shades) have 4/5 HP of the real ones.

    Finally, all arcane classes can summon 3 (fixed quantity, instead of using 'Caster Level') illusionary monsters chosen randomly from a 2DA (this is achieved via opcode #331). Illusionists instead can summon '3 + 1d2' illusionary monsters (this is achieved via opcode #177 + another opcode #331).

    Oh, this is cool.

    It's been a while so I don't quite remember the details, but I've done similar things with illusory monsters for the Phantasmal Force series of spells. 

    The "real/fake" weapons in particular is a nice touch. I think I just gave them "fake" weapons

    One thing I did was give them all a contingency effect that killed them if a nearby enemy saved vs spell (the save had higher penalties for higher level versions, I believe). The idea was to simulate the "disbelieve" mechanic.

    I think I actually increased their hp total to compensate (if you fail to disbelieve, you are in for the fight of your life). Edit: looking, I guess this was just for higher level versions. The first level summons just had a single hp

     

    Edit: subtle, I found some notes from a convo we had about it. See the second and third posts here:

    https://github.com/UnearthedArcana/B_Spells/issues/184

    Here's the actual spell (should work but tested more than a year ago):

    https://github.com/UnearthedArcana/B_Spells/blob/master/B_Spells/data/components/Setup_New_Spells.tpa#L1222

     

  9. 16 hours ago, subtledoctor said:

    ...

    EDIT 2 - as far as Pro Petrification/Mirrored Eyes, I think you're right, it's too good for a 1st-level slot.  Another idea is to make it a general bonus vs. Alteration spells and effects.  I forget the name of it, but there's a spell or ability from some edition... "Sound Body" or something like that.  Maybe give a simple ~+4 bonus to saves vs. Petrification/Polymorp, or to saves vs. spells in the Alteration school... or maybe something more exotic, similar to Evasion: an extra save vs. Pet/Poly to avoid any transmutation effect.  It would be sort of like having "advantage" on saving throws vs. Alterations.  Not a sure bet against basilisks, but then again a 1st-level spell shouldn't be a sure bet against 9HD monsters, right?

    Yup, it shouldn't be a sure thing. That's definitely better and overall more useful alternative. I just now checked out your iwd styled spell evasion. Very cool. I'm going to have to use that (lol, I'm always 6 steps behind you). 

    The idea of the spell is to resist alterations to the body, so maybe it would also make sense to have the same effect against poisons and disease (as they alter your body at the cellular level). 

  10. These are great. I really like almost all of the changes you made here. Two things, though. I agree that the change to protection from petrification is probably too strong (like the original, the spell is both too strong yet too limited). I also think the change to luck is a bit too much. Personally, I'd rather extend the duration to something like 3 rounds +1/level (which I'll do in my tweak if you don't like the idea).

    Edit: for some reason, I thought luck was a 1st level spell. As it's a 2nd level spell, I'm fine with the change 

  11. Spell levels: You can create unique spell (umm) variations by adding headers with extremely high casting level requirements and then, under certain circumstances, adding the relevant number of casting levels to the character. For example, Pecca's spontaneous casting mod adds cure/inflict/summon effects to all priest spells and gives priests an innate that increases their casting level by the relevant amount.

    This should be done in 50 level increments to account for spell advancement over 50 levels for mod compatibility. I'm not sure what, if any, the spell level limits are. I know I tested up to (I think it was) spell level 10,000 and it worked. But, conflicts can arise if two mods use the same range of levels for the same classes.

    Edit: Pecca's mod (and shortly b_spells and fnp) is the only mod that uses this to my knowledge and I don't know offhand what level ranges are used. I'll update

     

  12. On 1/29/2020 at 1:53 AM, Arthas said:

    ...

    A simple potion seller selling a very huge number of potions in BGT/EET so you don't have to cheese around.

    An option to make it possible to recharge wands, rather than having to sell them and buy them once again.

    ...

    It isn't coming any time soon, but I'm working on a mod that adds wand crafting, a lot of new wands and (more relevant) will offer wand recharging. Here are the details so far:

    https://github.com/UnearthedArcana/B_Spells/issues/153

    I'm doing something similar with potions. I like the idea of adding a potion merchant or two, so I'll see about that as well.

    You can also check out tome and blood. It has a version of wand recharging

  13. On 1/25/2020 at 2:16 PM, subtledoctor said:

    Thanks, will take a look.

    @Grammarsalad is the most up-to-date version being worked on back in the main branch?  Or is it still my fork?  These all look like very easy fixes, can do them in whichever branch is most relevant.

    I haven't made any changes since the last upload to the main branch (which I suppose, is 'ahead' of your branch re kit descriptions but is otherwise almost identical--see below.)  I believe that these are the only differences between the builds:

    1) The main branch is more up to date re kit text descriptions (which we should probably separate from setup.tra at some point).  

    2) I think you did an update re multiclass kits.  I didn't add that to the main branch because I got the impression that it was experimental(?)  

    3) Oh, maybe the tra reference in cleric_kits.tpa where the champ of [halfling deity--Avoreen?] was referencing the eye of Gruumsh (sp?) kit.  This is fixed in the main branch.  I'm not sure about your build

    I'm neutral re who updates what.  I'll have time later tonight (EST) to update the main branch if you like (at work--can't upload to github from here).  

    Edit: I'm home but no time right now. Tomorrow

    Edit 2: updated

  14. I haven't looked, but are you counting the "

    23 minutes ago, Lauriel said:

    The example is changing 3 values on the same line and using 1 as the required number of columns...which I don't understand, at all, but maybe after I use it a while I understand why that works.

    Well, I'm just doing that because there are basically two competing standards re starting a new sentence: in my day, you used two spaces after a period.  However, I understand that nowadays, it's one space.  Its all very Oxford commaesque. Now, my brain is confused and so I sometimes use one space, and sometimes two, so I would need to do something like that even if I only used the macro for myself.  

    Re: set_2da.  Did you also count the "2DA[space]V1.0" in the top left corner?  Maybe that is what's throwing your numbers off

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