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kjeron

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Everything posted by kjeron

  1. Why are the 318 effects on an item, or what is the purpose of that item?
  2. 6 seconds is 90 ticks, 7 seconds is 105 ticks, the projectile trigger every 100 ticks. There is a complicated mix of (1 round = 6 seconds) and (1 round = 100 ticks) throughout the games, with enough of it hardcoded that it can't be modded to all work one way or the other. Trigger/Trap radius is the proximity check done by traps (Snare, Skull Trap) to trigger them, while they affect all creatures within the explosion radius. The purpose of a smaller proximity is to lure more creatures into the effect area before it triggers. For instantaneous, non-trap projectiles (Fireball), trap/trigger radius is ignored - the explosion automatically triggers. For non-trap, non-instantaneous projectiles (grease, web), both trap/trigger and explosion radius must be the same: those within the explosion radius but not within the trap/trigger radius will be affected every "tick", rather than the projectiles stated frequency. This mirrors the base game, which has the same inconsistency. There are engine quirks related to the range of the subspells fired in this manner - they use an exact range check, while normal spellcasting adds up to 2ft to casting range.
  3. The layer's you mention do not apply to multiple defenses of the same type for their normal function. If you have both Spell Deflection and Minor Spell Deflection active, both will lose levels to blocked spell, at least in the unmodded game, so there is some trade-off for stacking them. The same happens with Spell Turning and Minor Spell Turning. Adding extra layers to the higher level spells just makes you more susceptible to non-spell-removal spells than to spell-removal spells. In your example (Greater Deflection + Spell Shield), a single non-removal level 6 spell (or 2 level 3 spells) will remove all 3 layers of deflection, at which point you can ignore the spell shield. It might be viable, at least in the EE's, to have each spell cast the next lesser version(s) both when they begin, and if they self-terminate. This way, your Secret Word would remove 2 layers, and while the L6 generic spell would still remove all 3 deflection layers, it would also trigger the next lesser version of deflection (generating 2 more layers). Deflection, Reflection, Trap, and GoI can be used to protect each other from non-removal spells, as only one of each group will trigger for any given spell, in the order: Reflect > Trap > Deflect > GoI (provided the spell's level is valid for that defense).
  4. SCRIPTNAME is not the name of a script, it is the name of the creature when referenced directly within a script. I ran into this while trying to help Aquadrizzt - PSTEE hardcodes a variety of aspects to the creature's SCRIPTNAME, including a special abilities submenu unique to PSTEE. It can be overridden through UI menu to display any of the classic actionbars, such as the class-based ones from BG, as well as the various submenu action bars. All the buttons work, though clicking them closes the menu (a default behavior in PSTEE), so buttons that lead to submenu's aren't themselves viable (Select Spell button, Select Item Button, Special Ability button, Right-clicking a weapon or quick-spell slot), though the actionbars for those submenu's are still viable.
  5. op318/324/326 reference row entries in SPLPROT.2DA. This message: "one of the spells has failed" is not related to them (and using them likely won't stop it in this case), but to contingencies/sequencers, and means the target is out of range of the spell being cast.
  6. First row/column starts at '0', not '1'.
  7. op219 provides both an attack roll penalty and a saving throw bonus.
  8. The spell replaced the hardcoded breaking mechanic, I don't think the flag does anything anymore in the EE's.
  9. According to that tp2, you're not setting strings on any of the items.
  10. It works - to reduce the number of spells available below the first 50. Raising the number above 50 does nothing however.
  11. It will work for familiars if you patch the CRE directly with an op232 effect, just not when using the op177 filter. Or you can still use the op177 filter, but set it's Special Field to '102', rather than op232's (still set it to HP% < though).
  12. The op177 filter is only necessary when applying through spells, directly patching a CRE file can bypass it, since it can also use V2 effects. It shouldn't make a difference, yet again it's something wrong with Familiars: for reasons I cannot fathom, they ignore the 'Special' field of the contingency opcode when applied through op177, so none of these work properly: HP<, HP%<, SPLSTATE=, STATE=, Target in 'Special' Range, Time of Day. Works fine for other creatures, but familiars just have to be special.
  13. There is no charge maximum (aside from the field size - 65535). The charge value on an item ability indicates how many it will have after being recharged, but it can be spawned with any amount of charges. Items are not designed to have both charges and stack sizes. The first ability charges and stack size share the same field in CRE/ARE files, with stack size taking priority. Each item ability independently defines what happens when it's charges are depleted (remain, vanish, replace) - it doesn't matter what other abilities it has or how many charges they have remaining.
  14. https://www.gibberlings3.net/forums/topic/28611-itemtype2da/?do=findComment&comment=252100 It hasn't changed (well, less crashes). Only item types 0, 8, 9, 11, 13, and 35 have a hardcoded default access to all 3 slots.
  15. The ADD_CRE_ITEM patch doesn't support any flag combination that contains both "stolen" and "unstealable", making it necessary to run ADD_CRE_ITEM, then ADD_CRE_ITEM_FLAGS, an extra step which isn't necessary for other flag combinations. I'd say an oversight on weidu's part.
  16. Timer's don't change value once set. When you call SetGlobalTimer(), it's sets that variable to the current (gametime + given value, in ticks). The timer is 'expired' if gametime has passed that new value, or 'running' if it has not.
  17. No, it's BIT17. The first 2 bytes (BITS0-15) determine the type of heal value (Increment, Set, Set %).
  18. 0-Power effects CAN be dispelled, provided they are flagged dispellable, like any other effect. Opcode 17, BIT17 of Parameter2 will remove all effects with a limited timing mode (not equipped(2) or permanent(9)), but also any item in the Magical Weapon slot. Opcode 321 with an empty resource field will remove level-up Proficiency effects. I don't think Local Variable effects can effectively be removed, since the game reapplies them when you save.
  19. Yes, just like effect duration's, it converts gametime to ticks when storing the value, so a 15x multiplier.
  20. You can use "IncrementGlobal()" with positive value to extend a timer, or a negative value to shorten the timer, so long as the script that checks for the (expired) timer hasn't already fired (usually, really depends on how the script is setup and what safeguards it has). Death variables are just another global variable, can easily be set to 0 (unset) with SetGlobal().
  21. The only difference between SetGlobal and SetGlobalTimer is that "GameTime" is added to the value of the latter, but they both set variables in the specified scope.
  22. The "View" tab lists effects/abilities/etc... in Alphabetical order, the "Edit" tab lists them in their actual order.
  23. SET is also necessary for Array constructs, probably for the same reasons as EVALUATE_BUFFER SET $name(~key~) = 1
  24. If the contingency is setup as an Innate spell then it will use your innate caster level, which is total levels / total classes.
  25. projectiles 195 - 201 are hardcoded and cannot be overridden in PROJECT.IDS or VEFPROJ.IDS. They are listed in MISSILE.IDS for reference though - they generate the explosion animation (SHAREA.BAM) for the Sparkle Area projectiles, one for each spell school: default(gold)/necromancy, blue/alteration, gold/enchantment, green/abjuration, magenta/illusion, purple/conjuration, red/invocation, stone/divination (necromancy should be "ice", but for whatever reason it's palette (SHAREA7.BMP) is unused)
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