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CamDawg

Gibberling Poobah
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Everything posted by CamDawg

  1. @Lava was kind enough to write IWD-style area descriptions for all of the BG areas, so IWDification will be making it an at-will, level 1 ability as of the next version. I've also added a component to Tweaks that will use Tracking automatically in any area with non-default tracking information available.
  2. On IWDEE the Dragon Disciple's Breath Attack description does not mention that the damage scales, unlike the BGEE/BG2EE description: The IWDEE description lacks the last sentence.
  3. And just as a followup to these: BHAAL1B: (BG2EE) The duration is +1 round every 2 levels, but at some point the spell goes from level 18 to 21 instead of level 20. BHAAL3B: (BG2EE) Opcode 248, refers to a BH3B1(.eff) resource that doesn't exist (the .spl does exist though) SPIN117: (BG2EE) Opcode 17 and 187, have 119 seconds instead of 120 like the rest SPIN685: (BG2EE) Opcode 12, level 1 bypasses magic resistance SPIN698: (BG2EE) Opcode 69, level 1 lasts 90 seconds instead of 60 SPPR701: (SOD and BG2EE) Opcode 201, level 1 with paramater2 == 3 has paramater1 equal to 9 instead of 7 like the others SPWI318: (BG2EE) Level 1 is missing and should increase the duration by 3 rounds. SPWI318: (SOD) The duration of some level 11 effects are 180 instead of 198 SPWI399: (SOD) The level 1 target is different from the others SPWI606: (SOD) Opcode 31, parameter2 of level 19 and 20 are 0 and not 1 like the other levels SPWI608: (SOD) Opcode 230, different resistance at level 18 SPWI620 : (SOD) Opcode 165, level 19 duration equals 30 instead of 18 SPWI622 : The duration before level 12 is longer than from level 12 onwards As jmerry noted, spin117 is correct. The issues with bhaal1b, bhaal3b, and spwi399 are accurate, but these are all unused. Similarly, spin685 is used, but in a cutscene (Imoen's Magic Missile at Irenicus). spwi318 has all of its headers as far as I can see, though the level 11 durations are wrong in SoD. While I was looking at it, I noticed that it has duplicate 233/328 opcodes on level 11, and the stalker version (spra302) has these duplicates at all levels. Otherwise the rest of these need to be fixed, though I've not checked yet if we already address some of them.
  4. The expiry sound from Protection from Electricity (spwi512) can be blocked by MR when cast at level 20. Contingency plays the animation spcontin (bam via vvc) for 3 or 4 seconds, depending on the level cast, but it's a 5-second animation. On IWDEE, the new headers (level >= 24) for Symbols Stun and Fear (spwi811, spwi816, sppr708, sppr718) have horrifically incorrect durations, e.g. at level 24 they should last 10 rounds but are actually 26 rounds. Similarly Wither (sppr740), Regeneration (sppr711), and Aura of Flaming Death (sppr730) were also extended incorrectly, lasting 1 round/level beyond level 20 instead of the correct 1 round/2 levels. All (+1, +2, and +3) hammers from IWDEE's Spiritual Hammer have the weapon speed of a +2 hammer. By comparison BG(2)EE Spiritual Hammer speed progresses as expected. IWDEE Fire Seed duration calculations are still using oIWD rounds (seven seconds, not the BG2/EE six), so every duration is 7/6 longer than it should be--e.g. at level 20 it's 20 turns, which should be 20 * 10 * 6 = 1200 but is instead 20 * 10 * 7 = 1400.
  5. In other news, IWDEE Holy Power (sppr412) also has "<PRO_HISHER> THAC0 becomes that of a Fighter of the same level" but caps THAC0 at 1. This is likely an import bug from BG2EE--the level >20 headers just got copied from level 20 and , while the HP got adjusted, THAC0 never received its last bump to 0. edit: The innate Tempus Holy Power (ohtmps1) has the same issue.
  6. On IWDEE, the description of Tenser's Transformation (spwi616) reads: The spell scales all the way down to -11 THAC0 whereas actual fighter THAC0 is capped at 0, a bug carried over from oIWD. In addition, the THAC0 is also two better than expected, but this is in-line with BG2's Tenser's--BG2 has one THAC0 effect to set the base THAC0 to match a fighter, and then a second THAC0 effect that adds a +2 bonus on top. I believe the "+2 to damage" in the description is meant to be a "+2 to-hit and damage" and they've simply expressed the fighter THAC0 and +2 bonus as a unitary effect. If we think the +2 THAC0 bonus is intended, we cap the THAC0 at -2 and update the description. If we don't, then we remove the +2 bonus, cap it at 0, and leave the description unchanged.
  7. Polymorph Self's (spwi415) duration is two seconds too long at levels >= 14.
  8. Shillelagh (sppr110) is two seconds short in duration at level 20. Magic Resistance (sppr509) doesn't get its duration properly level-scaled at levels 19 (short one round at 19, two rounds at 20). While it's unused, Mass Healing (bhaal1a) has the wrong target for op 164 on multiple headers. Shield of the Archons (sppr701) absorbs 9 levels (should be 7) of level 3 spells when cast at level <16. All versions of Summon (Fallen) Deva (sppr727, sppr727, spcl923, spcl935) either have the wrong duration when cast at a minimum level, or are missing several headers as the duration jumps 5 rounds between minimum cast and level 14. This wouldn't affect clerics as their minimum level to cast this spell is 14, but it could affect paladins or enemy casting.
  9. Summon Nishruu and Summon Efreeti's (spwi624, spwi717) duration is two seconds too long at levels >18. Summon (Dark) Planetar (spwi923, spwi924) have the wrong duration on its level 1 header; alternatively they're missing eight headers between that header and the second.
  10. Golem Haste's (spin978) first header has a different target, lacks the 'Hasted' string and portrait icon, and has a duration progression out of sync with the rest of the spell. It looks like it was copied from arcane Haste and then the first header was adjusted since it's the only one used. I say we add the 'hasted' string to the first header and then dump the rest of them. Like the above, Hell Hound Breath (spin956) has a very different level 1 header from the rest (seems to be copied from Burning Hands). Normally I'd say to leave it alone since it's unused, but I believe UB uses it in a restoration so let's go ahead and fix it by dumping the extra headers. These were sent to me via PM: BHAAL1B: (BG2EE) The duration is +1 round every 2 levels, but at some point the spell goes from level 18 to 21 instead of level 20. BHAAL3B: (BG2EE) Opcode 248, refers to a BH3B1(.eff) resource that doesn't exist (the .spl does exist though) SPIN117: (BG2EE) Opcode 17 and 187, have 119 seconds instead of 120 like the rest SPIN685: (BG2EE) Opcode 12, level 1 bypasses magic resistance SPIN698: (BG2EE) Opcode 69, level 1 lasts 90 seconds instead of 60 SPPR701: (SOD and BG2EE) Opcode 201, level 1 with paramater2 == 3 has paramater1 equal to 9 instead of 7 like the others SPWI318: (BG2EE) Level 1 is missing and should increase the duration by 3 rounds. SPWI318: (SOD) The duration of some level 11 effects are 180 instead of 198 SPWI399: (SOD) The level 1 target is different from the others SPWI606: (SOD) Opcode 31, parameter2 of level 19 and 20 are 0 and not 1 like the other levels SPWI608: (SOD) Opcode 230, different resistance at level 18 SPWI620 : (SOD) Opcode 165, level 19 duration equals 30 instead of 18 SPWI622 : The duration before level 12 is longer than from level 12 onwards
  11. More BG2EE notes, Confusion (sppr709) doesn't play eff_m05 when cast at level <16. Chaotic Commands (sppr508) disables the potion-drinking string 16233, "*gulp*", when cast at level <10.
  12. Protection from Magic Energy (spwi606) increments--rather than sets--magic damage resistance 100% when cast at level >= 19. Another BG2EE find, same caveats as above.
  13. Protection from Acid's (spwi517) first header has a dupe op 61 and a lighting effect (op 141) that's not present on any other header. I noticed this on BG2EE; need to check BGEE and IWDEE for propagation. edit: Protection from Acid, not Electricity
  14. No worries, it happens. It's very easy to check when you have the needed installs at hand.
  15. I don't think so--all that component does to scripts is swap IVFPD triggers to InParty, I just ran quick checks on an SoD and EET installs and all it does to bdrom03 is swap Viconia's IVFPD check to InParty.
  16. Yes. Tweaks has it both ways--it has cdtweaks.txt for pre-filling these questions to enable unattended installs and, in its absence, you'll get the normal prompts. Batch mode will still use cdtweaks.txt instead of prompts, if it's available. Without ACTION_READLN I'd need to e.g. break up the unitary Minimum Stats Cheat into 60 components, which is why it's still being used.
  17. Yeah, this was my sloppy mistake when coding the duration. It should be like web where you get a chance to save once/round and the AoE persists for the duration.
  18. I've got about 95% of this implemented in Tweaks if you want to check the current repo for working code. David just dropped the WeiDU prompt trick on me today so that's not in yet, otherwise I think it's all there. One other thing: Tweaks does prompt (and save) ACTION_READLN info during batch mode; you can see it in action in components 3176 (Accelerate/Decelerate Romances), 3183 (Romance Cheats), and 3210 (Minimum Stats Cheat).
  19. For the record I'm still looking into all of this. In the mean time I'd like to encourage everyone to go offline for a bit or, at the very least, out of this thread. We're not making any progress here at the moment.
  20. Thanks @jmerry, @DavidW, I've got the non-joinable NPC APR issue fixed for Tweaks.
  21. In general, whichever is newest between SCS, ToF, and IWDification will be best. For now that's SCS, but a new version of IWDification is in the works. I'm letting David shake out all of the bugs this time.
  22. Fair enough. I'm working from a general good-faith assumption which, given actions to date, is not warranted.
  23. The credit is the one thing I don't mind. You do the work, you should get acknowledged. It's everything else that's problematic.
  24. For Tweaks, at least, the various restrictions I committed are from a quick readme pass as far as what I think will be incompatible. While I've had access to the ToF repo for a bit prior to release, I haven't been able to dig in yet and see what specifically it's doing and how. Depending on the implementation, these may be able to work together, but both David and I will need to take a closer look and make some adjustments.
  25. JoinParty clears any queued actions. Rearrange those so that JoinParty follows the SetGlobals.
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