Jump to content

Relay

Members
  • Posts

    43
  • Joined

  • Last visited

Posts posted by Relay

  1. 6 hours ago, FixTesteR said:

    And attack you with spells?

    Yes with eeex when opcode 193 is on you can see/attack/cast spells on any chr whether fully or semi invisible. It's even cooler because if you select one or your chrs who does not see invisibility the enemy will completely dissappear, and reappear when you select a chr that has see invisible. 

  2. I've been running EEEx with Bubb's invis component, that modifies opcode 193 to allow the player chr to view invisible actors. It's disabled in the current release for some reason but if we just want parity between the player and AI this is the best I've had it so far. I've messaged him to see why its still disabled since it's been working flawlessly for me. Probably just an oversight. 

    I think with that mod the interaction actually works quite logically, my Invisibility+ND cannot be dispelled but enemies with TS can see and target you. and the same is true for my player chr's. My druid with TS can target a thief who is in stealth, but my fighters aren't able to hack him down until he reveals himself. 

     

  3. 1 hour ago, Bartimaeus said:

    Can't confirm, I just downloaded the live repository version, checked several .bcs files, and they all had the right line endings. I dropped the hobgoblin shaman script (spell_rev\spwi2##\dvhobsha.bcs) straight into my override, cast Monster Summoning II, and the shaman cast Resist Fear upon being summoned (which is what it's scripted to immediately do upon being summoned). Moved around, and all the hobgoblins followed me. If none of that happens for you, could I have your dvhobsha.bcs so I can check it out?

    dvhobsha.bcs

    so here's my file... I just did the same test as you and the live version worked 100%, so it must be my own git desktop modifying it on my end only. I had just assumed it wasn't because no other repo's with scripts in them are doing the same. 

    EDIT: fixed the issue on my end. Never tried deleting and recloning as I assumed git would update the files but apparently not.

    1 hour ago, Bartimaeus said:

    But all of this is kind of irrelevant for SRR, which will be ejecting opcode 193 wholesale after I do some testing of SCS+SR behavior to ensure that the AI can dispel Non-Detection with anti-magic spells even when improved invisibility is active

    I don't know how we can go back without resorting to antimagic attack's bypassing invis again, which is even more janky imho. I'm much more comfortable with Non-detection being a shield for the AC from II and mirror image than being just a spell tax before breaching enemy's. 

  4. On 12/22/2021 at 2:04 AM, Bartimaeus said:

    SR V.1.3800 - maintenance release.

    Fixes:

    1. Makes sure .bcs (creature script files) are set to the correct line endings (and thus do not inexplicably break).

    Hey I'm having this same issue again with creatures scripts, not sure if your git setting got reverted sometime again, but my bcs files are not running until recompiled same as before.

    Also, while playing with scripts I noticed devagood.cre had it's class set to fighter at some point locking it out of spellcasting. Not sure if SR had settled on fighter/cleric or just straight cleric for these guys. 

  5. On 6/7/2023 at 12:15 AM, Person said:

    The "revised invisibility" component of Tome and Blood adds protection from op20 and from the DIVINATIONATTACK sectype to ND, making it proof against pretty much all purge effects, including thief Detect Illusions.

    I've yet to find any implementation that actually protects against thief detect illusions skill, but it's definitely not just a divination attack. Actually I don't know that I've seen any documentation on how it works but I don't think it uses an opcode at all. 

    7 hours ago, subtledoctor said:

    It might be interesting if ND could block 2nd-level Detect Invisibility, while making 6th-level True Seeing specifically counter ND.

    This could definitely be done, especially if something like mind blank could then be introduced to counter true seeing at higher levels 

  6. On 12/16/2021 at 6:34 PM, subtledoctor said:

    No, it’s not an SCS problem - this mod is supposed to add that to SPWI318B. So either it’s a bug here, or the file was modified to undo it after this mod was installed. Either way it’s an easy fix with NI. Meantime I’ll check whether the bug is here. 

    Sorry for bombarding you lately, I'm just really into this spell system and have alot of time recently to play around with it. I see spwi318b/522b/701b  are patched manually but the copy is commented out so I just wasn't getting your updated spell into my override. 

     

  7. So the test I ran was using dvmelee, dvranged, and dvhobsha from the monster summoning 2 spell in SRR. Before running stutterdebug all summoned monsters do nothing. after installing stutterbug the 3 scripts run flawlessly. But I was accomplishing the same thing by decompiling and recompiling the files in NI to get them running (made no changes to the script)

  8. Hey, I've been having a strange issue with summoned monster AI. Monsters will be summoned and stand still as if their script is hung. On a clean BGEE install SR v4b18 monster AI works just fine but the SRR version of the DV******.bcs files all hang. I can't see anything in the script that seems wrong, and the changes are super minor anyays. The weirdest thing I noticed is that just by recompiling the file in NI the script will start working again. So... out of my league, figured I'd pick your brain.

  9. BGEE with just SRv4b18 and SCS 34.3, mages are targeting invisible chr's with AOE spells as if they are using imp. invisibility. i.e SCS mage enables dw#mgsee for 1 round 193opcode and casts sleep then proceeds to chuck a few MMM's  at a thief sitting still hiding in shadows. 

    Eg. of this guys script - 

    Spoiler

    IF
        !GlobalTimerNotExpired("castspell","LOCALS")
        HaveSpell(WIZARD_SLEEP)  // SPWI116.SPL (Sleep)
        !StateCheck(LastSeenBy(Myself),STATE_INVISIBLE)
        !CheckStatGT(LastSeenBy(Myself),0,SANCTUARY)
        CheckStatLT(Myself,60,SPELLFAILUREMAGE)
        !CheckSpellState(LastSeenBy(Myself),DO_NOT_TARGET_SPELLS)
        OR(2)
            !CheckStatGT(LastSeenBy(Myself),50,RESISTMAGIC)
            GlobalTimerNotExpired("targetcompromise","LOCALS")
        !Race(LastSeenBy(Myself),ELF)
        !CheckSpellState(LastSeenBy(Myself),CHAOTIC_COMMANDS)
        !CheckSpellState(LastSeenBy(Myself),STATE_ENRAGED)
        OR(2)
            !CheckSpellState(LastSeenBy(Myself),ITEM_SLEEP_SEEN)
            !CheckSpellState(LastSeenBy(Myself),ITEM_SLEEP)
        OR(2)
            !CheckSpellState(LastSeenBy(Myself),ITEM_SLEEP_SEEN)
            !CheckSpellState(LastSeenBy(Myself),ITEM_SLEEP)
        Allegiance(Myself,ENEMY)
        !Allegiance(LastSeenBy(Myself),ENEMY)
        !CheckStatGT(LastSeenBy(Myself),0,MINORGLOBE)
        !StateCheck(LastSeenBy(Myself),STATE_DISABLED)
        OR(3)
            TriggerOverride(LastSeenBy(Myself),Range(NearestAllyOf(Myself),15))
            NumInParty(1)
            GlobalTimerNotExpired("targetcompromise","LOCALS")
        OR(2)
            !TriggerOverride(LastSeenBy(Myself),StateCheck(NearestAllyOf(Myself),STATE_DISABLED))
            !TriggerOverride(LastSeenBy(Myself),StateCheck(SecondNearestAllyOf(Myself),STATE_DISABLED))
        OR(2)
            !TriggerOverride(LastSeenBy(Myself),StateCheck(NearestAllyOf(Myself),STATE_DISABLED))
            TriggerOverride(LastSeenBy(Myself),Range(SecondNearestAllyOf(Myself),15))
        CheckStatGT(LastSeenBy(Myself),0,SAVEVSSPELL)
        !StateCheck(LastSeenBy(Myself),STATE_SLEEPING)
        See(LastSeenBy(Myself))
    THEN
        RESPONSE #100
            ApplySpellRES("dw#mgsee",Myself)  // Armor
            SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
            Spell(LastSeenBy(Myself),WIZARD_SLEEP)  // SPWI116.SPL (Sleep)
    END

     

  10. 7 hours ago, subtledoctor said:

    That could happen under some circumstances if you install SCS after this mod. The more I think about it, the more I think this should really be installed after SCS.

    Ah thanks for pointing me in the right direction. It looks like its a bug with SCS and maybe the NWN Deflection option in SR. my spwi318b was never patched by SCS to include dwsw318. 

  11. On 9/20/2020 at 7:33 AM, subtledoctor said:

    I’m very happy with the way Haste/Slow are working in my game, using the Spell Shield opcode to cancel each other

    Do you have the spellshield portrait icon always on while the haste/slow effects persist? I cant seem to find the section of that opcode that is causing it to show the spellshield, unless its hardcoded into opcode 226?

  12. I'm noticing some weirdness with spell deflections when they're being burned down. On player characters minor spell deflection will absorb the correct number of spell levels and then dissipate, but on enemies its not. The spell is absorbing the correct number of spell levels and then they become vulnerable to spells, but the animation is not ending, making it impossible to tell when the deflection has been used up.  

  13. 6 hours ago, Azoth said:

    How can i fix renal.cre in a running playthrough?

    The easiest way is to just delete Renal.cre from your override folder, he should still retain any mod added dialogue changes but he'll lose any SCS script changes. Personally I just re-added missing items to his inventory and manually set all of his item slots in NI. If you have already spoken with Renal and didn't receive the papers, you'll have to console yourself the item.

    Bartimaeus has already fixed the problem for future installs (tyvm for always being so fast btw)

  14. On 1/17/2019 at 10:08 PM, subtledoctor said:

    It actually creates a bit of a weird situation, though, because "See Invisible" (opcode 93) lets you see and target enemies who are protected by 4th-level Improved Invisibility or 5th-level Shadow Door, but it does not let you see and target enemies protected by 2nd-level plain Invisibility.  Seems to me that latter should be weaker!

    My excitement for 2019 modding has gone up significantly this morning!

    I know you're already aware of this but This new hotness is possible now. 

×
×
  • Create New...