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kjeron

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  1. Morale failure still functions while feebleminded, which is what the game uses to handle that type of instinctual reaction. They are still very much capable of trying to escape or retaliate, unless you've buffed them such that they no longer fear death.
  2. You would need to extend it to at least 2 rounds - the contingency only checks states once/round (modified by haste/slow).
  3. While both of them disable the player from selecting the character and their inventory, Helpless renders all attacks against the creature as automatic hits. Most/all sources of Helpless also hold the creature in place and disable their AI. Feeblemind just disables AI scripts. A feebleminded character is only helpless from the players perspective, no different from panic, confusion, or berserk. Only the Sleep(39), Stun(45), Paralyze(109), Web(157), Hold(175), Hold2(185), and Puppet Stats(237 - project image) opcodes apply STATE_HELPLESS. Anything that applies those opcodes effectively will as well. Time Stop is functionally identical to helpless but does not actually set the Helpless state. Not even being dead counts as helpless (normal, petrification, or frozen).
  4. Generally yes, technically no. They are no different from any of the other sections, you can add them to the area file and they will function, there just isn't much reason to do so.
  5. Setting the value to 2 has the same inverted success/failure issue, it just replaces "luck" with (Constitution / 2 - 5).
  6. RET makes no distinction between INT/STRING, whichever that variables was last set to before the function ends is what it will return as. No, you can't set a string in a function and have it persist afterwards without using RET, no different from an integer.
  7. If you want to break only one or the other, you can always add op160 or op136 as a global effect to the spell. It's possibly more reliable than setting BIT9: unlike BIT9, it will still break them when cast through a sequencer/contingency. unlike BIT9, it will still break them when the spell is cast instantly through op146.
  8. Prior to v2.6, item abilities still broke invisibility when targeting others. Correct
  9. BIT10 (Hostile) breaks both sanctuary and invisibility, triggers "AttackedBy()", and allows it to be blocked by spell-level immunity when self-targeted. BIT9 (Break Sanc/Invis) breaks both sanctuary and invisibility. No spell or item breaks sanctuary or invisibility without either flag anymore, which was the whole point, to remove the previously hard-coded restrictions. Damage still triggers "AttackedBy()", but has otherwise never carried the other effects of BIT10 "Hostile" by itself. Magic Missile has never been and is still not considered "Hostile" as far as the game is concerned. You could always cast it without breaking sanc/invis, they were only ever broken when casting it because you happened to targeted someone else - no different that casting Cure Light Wounds on them. Items that cast spells instantly function no differently than spells that cast other spells instantly. Instant casting generally ignores the subspells header flags. Items/spells that cast spells non-instantly will generally respect those two flags in the spell header: scrolls in the vanilla game don't have either set and break depending on the spell they cast.
  10. There are 4 sizes: L: Human (Male), Halforc (Male) N: Human (Female), Halforc (Female) M: Elf/Halfelf (same animation) S: Dwarf, Gnome, Halfling It's not just about height though. Elves have the skinniest body, which the wing animation accounts for, leaving gaps to avoid overlapping it. The other animations also have various subtle differences, for example, the human male "head turn" proceeds in a different manner than elves, resulting in the wings turning to the left while the body turns to the right.
  11. Even filtered through op177, the effect can still easily become permanent as per timing mode 1.
  12. ACTION_PHP_EACH does not evaluate the array name, so the "bar" array is never considered. You would need to use: ACTION_PHP_EACH ~%foo%~ AS k => v BEGIN
  13. Unrecoverable as in there is no record of it's previous value. You can still set it to anything you want afterwards.
  14. Summoning does indeed have some weird internal mechanisms. A summoned creature is also unable to Turn Undead, yet they may still Turn Paladins.
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