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Antipatiko

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Posts posted by Antipatiko

  1. Hello Doctor,

    I was debugging an issue with a component from another mod and did a changelog of a ring and noticed that it had been modified by IWO: Aesthetic & Enchantment Tweaks, which made no sense to me since looking at the code I saw that only items with enchantments 1, 2, 4 or 6 were to be modified...

    So, the culprit is the function that starts at line 903 of 101_IWO_enchantments.tpa which is missing a 'BUT_ONLY' (the "hardcore" variant has the same problem).

    Not a big deal, but.. (2k files less, approximately, in the backup folder after this change)

    Also, I wonder if these functions could be written more efficiently:

    Actual code:

    COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
       PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
    	READ_LONG 0x60 enchantment
    	PATCH_IF (enchantment = 1) BEGIN
    		WRITE_LONG 0x60 3
    	END
       END
    BUT_ONLY
    
    COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
       PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
    	READ_LONG 0x60 enchantment
    	PATCH_IF (enchantment = 2) BEGIN
    		WRITE_LONG 0x60 3
    	END
       END
    BUT_ONLY
    
    COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
       PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
    	READ_LONG 0x60 enchantment
    	PATCH_IF (enchantment = 4) BEGIN
    		WRITE_LONG 0x60 3
    	END
       END
    BUT_ONLY
    
    COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
       PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
    	READ_LONG 0x60 enchantment
    	PATCH_IF (enchantment = 6) BEGIN
    		WRITE_LONG 0x60 5
    	END
       END
    BUT_ONLY

    Suggested:

    COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
       PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
    	READ_LONG 0x60 enchantment
    	PATCH_IF ((enchantment = 1) OR (enchantment = 2) OR (enchantment = 4)) BEGIN
    		WRITE_LONG 0x60 3
    	END ELSE
    	PATCH_IF (enchantment = 6) BEGIN
    		WRITE_LONG 0x60 5
    	END
       END
    BUT_ONLY

    So all items are iterated just once.

     

    Lastly,  it would be great and would look better if penalties were omitted from item descriptions when those are zero, for example: "Dexterity penalty: -0" or "Arcane Casting Speed Penalty: +0".

     

    Thank you.

  2. 3 hours ago, Bartimaeus said:

    And there it is, the base SCS component "Initialize AI components" is the one causing it. Interestingly, even though every single anti-magic spell lists dispelling Dispelling Screen, none of them actually do, which is the correct behavior - only Breach and Dispel/Remove Magic do.

    Oh man, that was driving me crazy! I was trying to dispel a "Dispelling Screen" with Spell Thrust or Secret Word until I found out it didn't work as the description stated.

    I guess the dialog entry gets patched dynamically? Did a test and the Strref for the spell is the same before and after SCS...

  3. Hello Bart,

    Sorry for the slow reply, I got carried away with other stuff.

    On 6/20/2020 at 8:42 PM, Bartimaeus said:

    The "Find Traps" ability is also the same ability that lets thieves disarm traps, so if your thief is too miserable to find them (is this actually a thing, or are traps always found if you use the ability?), they're definitely gonna be too miserable to disarm them, :p. I'll give an update shortly on the potion and get it working and possibly provide an updated file to get it working in your game - though given that you now know that it doesn't actually help disarm them, it may not ultimately prove to be that useful to you. I think there's another potion that grants bonus Find Traps points...Potion of Perception, perhaps?

    The Potion of Perception did the trick. However, the description says that you get a +2 bonus to Intelligence and Wisdom that is not working.

    Thanks.

  4. Thank you for your prompt reply.

    To be clear, I'm not blaming IRR for this but it is what I installed and since you seem very active on the forums, I thought you could help me out with this issue.

    50 minutes ago, Bartimaeus said:

    If you're standing right next to somewhere you *know* there is a trap and use the potion, does it not catch it even on that first use?

    It doesn't. I tried with 2 chars, to no avail. But if my cleric casts Find Traps right next to my thief, he is able to detect the trap. However, my thief cannot disarm it (As intended? I don't remember that rule).

  5. Hello Bart,

    Thank you for your continuous effort to keep IR and SR updated and relevant through your revised series. It is much appreciated!

    I'm in the middle of a run right now and my only thief is not skilled enough in Find Traps cause he thought it would be a good idea to spend all points on Pickpockets to steal from every vendor in Faerûn. Anyway, IR's Potion of Sight came to mind to "overcome" this issue temporarily but is not triggering the Find Traps effect for me.

    I'm on BG2:EE, latest patch, and made sure that no other mod has modified the item.

    WeiDU-FileChangelog:

    Spoiler

    Mods affecting POTN30.ITM:
    00000: /* created or unbiffed */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.2.42)

    I took a quick look at the item in NI but my understanding of the Infinity Engine is close to zero. Nevertheless, I spotted a Find Traps effect on the spell that is casted (#146) by the spell associated to the potion, in a similar fashion to how Find Traps divine spell work. But got lost there.

  6. Hello Bart,

     

    Found a minor bug  in spell_rev/languages/english/setup.tra that affects the name of the components.

     

    Lines:

    @10002=~Cure Sleep Fix~
    @10003=~Mirror Image Fix~
    @10004=~Dispel Magic Fix~

    Should be:

    @10002=~Mirror Image Fix~
    @10003=~Dispel Magic Fix~
    @10004=~Cure Sleep Fix~

     

    Thank you for taking the time to fix and enhance this great mod!

    Best regards.

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