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Relay

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Everything posted by Relay

  1. I don't know if it helps but renaming the spell to 7 characters fixes the issue.
  2. Fire shield seems to be copying over improperly when installing SRR main component. SPWI418 is losing it's Protection from Insects OP codes I believe from Kreso's spell immunity update. It's Deleting any 206 effects in favor of adding 321, but doing so indiscriminately. SEE kreso_ee.tph Easy fix is to update the spells we want to block Insects to opcode 318. (I don't see any drawback here??) Storm shield (sppr322.spl) should protect from the secondary effects of insect attacks. SPPR319E.spl not SPPR319D.spl - Etc.. Tested on Fresh install with SRR
  3. Tested, range is actually a factor. ATM even casting at prismatic mantle from max range causes it to trigger. Fixed locally by changing to range 6 ala fire shield.
  4. I'm having a problem with mages and spell deflection with spell revisions installed. When burning through spell deflection mages are immediately throwing up 5 or 6 more. You can see the message dialogue of *Spell Deflection (cast previously)* pop up half a dozen or more times. I've tested spwi522 works as intended on PC's and I've compared spwi522 to DW#sw522 and can't find any difference. (minus the cast animation and sound) Any idea's? EDIT: spell deflection blocks AOE component is installed through SR
  5. A few more bugs picked up today. SPPR411 Poison spell has a power level of 0 on all the initial damage effects Prismatic mantle is set to 1000 range for some reason Bhaalspawn drain life also has a power level of 0 (may be intended)
  6. If Tolgerias has True Seeing active he will be able to "see" through your regular invisibility. The point is that he actually has to cast it before he can target you. Whereas a Fiend Can immediately PW stun you or w/e. It also means that, if he begins casting directly at you before he has True Seeing active, you can stealth to break his line of sight and cancel his spell, as opposed to a Lich who will continue to see you regardless. **There are many caveat's to this scenario, SCS mages will often cast AOE spells or Spells which don't technically need to target anyone *cough* Planetar *cough* directly "AT" you. These spells won't be cancelled by stealthing. Only Direct single target spells.
  7. That's exactly how Fiend/Lich/Dragon abilitys work. They are able to see through regardless your invisibility state. They target through script and don't suffer negative penalties for attacking II characters. The new True Seeing adds the same opcode to whomever cast the spell. You can actually have your characters attack enemies who are completely invisible by leaving their attack nearest script on. "They" can technically see the enemy even if you (on your screen) can't.
  8. The main point of Non-Detection is now to protect your Mirror Image/Blur/Improved invisibility from being dispelled by True seeing or detect illusion. They will still be able to target you but you will keep the images and AC bonuses to help vs being hit.
  9. Secret word is not meant to remove dispelling screen. Dispelling screen is there to protect against spells that remove specific and combat protections but it is not a spell protection itself so it should not be removed by a spell protection removal like secret word or spell thrust. It won't however, block any spell protection removal For anyone who's unsure, breach/dispel magic are meant to remove stoneskin (and similar defensive spells) ===> Dispelling screen protects against the first removal. Spellthrust/secret word/spellstrike are meant to remove spell deflection (and similar spell protections) ===> Spell shield protects against the first removal The confusion with this tree comes because spell deflection also protects against breach (as well as any other single target spell) for balance reasons. Here is a very simple example (without invisibility) Mage is protected by Stoneskin Minor Spell Deflection Dispelling screen In order to wack the mage with a weapon your dispelling order would go like this Dispel Magic ==> dispelling screen dissipates Secret word ==> Minor spell deflection drops Breach ==> Stoneskin removed If anyone is interested I can do a more indepth mage dispelling flowchart using some of the SCS mages with many more layers protecting their stoneskins
  10. I'm using your the improved customization and management component and party members are being re-triggered to level up any time they are killed (so long as they have lower exp than the main character) This isn't a problem per se, except that HP seems to be calculated incorrectly after leveling up. I'm consistantly LOSING hp every time this happens. I don't have a good enough grasp on how HP per level is implemented to track down any solution atm sorry.
  11. elemental_area_immunity.tpa is deprecated with Spell Revisions since v4. B15 on Enhanced Editions. The elemental damage array does not account for enemies with negative resistances. See Kjernon's quote here Bascially adding opcode 324 to an effect using your array causes creatures with negative elemental immunity to also be immune to said effect.
  12. Hi just Finished SOA a remembered an old bug I had found with the "Move watchers keep between SOA and TOB" component. Ground Piles from the final fight are being transferred to AR3000 properly but in a really awkward spot. They are in the cliffs, inaccessible. CopyGroundPilesTo("ar3000",[1116.1805]) should be something like------- CopyGroundPilesTo("ar3000",[1550.2550])
  13. Do we have a workaround for this problem? is this just a leftover 2da edit from the old SCS spell immunity component?
  14. Hey Kreso, quick bug I noticed (regarding your insect changes haha) spell_rev\lib\insects.tph, line 40 and 49 COPY_EXISTING ~sppr218.spl~ ~override~LPF ADD_SPELL_EFFECTINT_VARopcode = 146target = 1 // selfparameter1 = 0parameter2 = 1power = 0STR_VARresource = k1#insectEND should be COPY_EXISTING ~sppr318.spl~ ~override~LPF ADD_SPELL_EFFECTINT_VARopcode = 146target = 1 // selfparameter1 = 0parameter2 = 1power = 0STR_VARresource = k1#inseEND cleric gust of wind spell was not given the ability to clear insects. Edit- thanks bartimaeus!
  15. I just noticed the patch didn't affect all the subspells for Fire Shield, also, I can't seem to get fire shield to block any insect type attacks. How did you end up implementing that again?
  16. Would the subspell (with a power level of 0) actually waste spell deflection charges though? In the case of Melf's Minute Meteor's the fire damage already bypassed magic resistance so a subspell with a power level of 0 should work on anything the +2 missile could actually hit.
  17. This does work beautifully actually, it even allows the projectile damage through.
  18. I would kill for a new opcode that does the same as opcode 324 for damage types to protect vs elemental damage from items. your regxp stuff made me so happy, I went ahead and locally changed a few key items to cast invisible spells instead of using a straight damage opcode (melf's meteor for example) and now get a lovely "unaffected by melf's meteors" message and no disruption. pain in the ass though
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