Jump to content

Photo

SR Revised V1.0.6 + A List of Problems with b15 + Fixing Them


266 replies to this topic

#166 HuoYuhao

HuoYuhao
  • Members
  • 14 posts

Posted 16 October 2018 - 10:11 AM

Draw upon Holy (Divine?) Might from the initial Bhaalspawn powers has an incorrect name and description.



#167 Bartimaeus

Bartimaeus
  • Members
  • 430 posts
  • Gender:Not Telling

Posted 16 October 2018 - 05:49 PM

Thanks. SR doesn't set its name or description to begin with, and I always use atweaks' Bhaalspawn powers, so probably why I never noticed. I would imagine it's my own fault from when I updated the spell and probably does not apply to base SR.

 

V1.0.2 released:

  1. Gray Ooze's weapon's name was incorrectly set (from Mace +1 to Pseudopod).
  2. Bhaalspawn powers get named (and descripped, though you won't ever see it) by SR.
  3. The innate form of Simbul's Spell Matrix, that you use to actually trigger the sequencer, had the old name of the spell.
  4. Project Image and Simulacrum will now remove a number of innate abilities (such as Slayer Change...though currently not HLAs due to the problem that they're not innate in SR, which may unfortunately not be the case for all installs using SCS's innate HLAs and such - if you use this spell and that component, I suggest simply not using the HLAs if you should not have them, since it's clearly an exploit, but everyone's free to play as they like).
  5. Simulacrum (but not Project Image, at least not for now) gets magical resting upon casting, which means you can use it mid-encounter after having cast many spells and it will receive its full library of spells rather than a pre-depleted library of spells. I'm not sure that PI should receive this...yet. Thanks to subtledoctor for the idea.

 

For SD: I think #3 applies to SR. The naming field says "NAME2" instead of "NAME1".


Edited by Bartimaeus, 16 October 2018 - 07:20 PM.


#168 subtledoctor

subtledoctor
  • Modders
  • 2847 posts
  • Gender:Male

Posted 16 October 2018 - 06:42 PM

Simulacrum (but not Project Image, at least not for now) gets magical resting upon casting, which means you can use it mid-encounter after having cast many spells and it will receive its full library of spells rather than a pre-depleted library of spells. I'm not sure that PI should receive this...yet. Thanks to subtledoctor for the idea.

Sorry, don't think I responded to this. Given the current form of the spells, I think this is the way to go.  Allowing the level-drained simulacrum to cast any spells you had memorized that day is, at its heart, a convenience tweak.  I always found it annoying to try to hoard good spells, using them from the clone first, but also trying to hold off using the clone until a fight really called for it... the vanilla spell is in awkward tension with itself. 

 

OTOH, giving this to Project Image would be fairly outrageous.  PI itself is outrageous.  My mod replaces PI with a "lesser simulacrum" that is just like the normal one, but can only cast up to 4th-level spells.  In that case sure, I refresh its spells.  But vanilla PI is already so cheesy, it really doesn't need such extra bonuses.  Simularcum is supposed to be a noticeably more powerful spell. (Compare other 7th/8th level spells... PI vs. Simulacrum should be analogous to Delayed Fireball vs. ADHW.)  This is a nice way to really make it more powerful.
 

For SD: I think #3 applies to SR. The naming field says "NAME2" instead of "NAME1".


Thx, fixed locally. I've been doing some more fixes as well, I'll post my next update soon.


Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#169 Bartimaeus

Bartimaeus
  • Members
  • 430 posts
  • Gender:Not Telling

Posted 16 October 2018 - 07:26 PM

Thanks for the input: I felt Project Image would be much too powerful as well (and I also didn't think it worked well with the idea of the spell - PI is supposed to be just an illusion, which means it shouldn't have its own doubled library of spells to begin with but instead should use the caster's spellbook...whereas Simulacrum is supposed to be an actual quasi-real clone of the caster.).

 

Yeah, it's going be fun to (presumably) backport some of your fixes/changes, :p.



#170 subtledoctor

subtledoctor
  • Modders
  • 2847 posts
  • Gender:Male

Posted 17 October 2018 - 04:31 AM

Eh, I'm really only working to catch up to some of the stuff you've already done in SRR.

There's actually a pretty good argument to limit PI to casting spells of up to 6th or 7th level. How can a 7th-level spell's illusion cast a real 8th-level spell??

I have code for that if you're interested.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#171 Bartimaeus

Bartimaeus
  • Members
  • 430 posts
  • Gender:Not Telling

Posted 17 October 2018 - 05:02 AM

That is kind of gross, now that I think about it. That's like letting Contingency cast Chain Contingency. Feel free to send it to me. I'm not sure if I'll make it a part of SRR, but I might integrate it into my own game nonetheless.


Edited by Bartimaeus, 17 October 2018 - 05:03 AM.


#172 Bartimaeus

Bartimaeus
  • Members
  • 430 posts
  • Gender:Not Telling

Posted 17 October 2018 - 08:10 AM

So you guys remember how I found a pile of wrong school stuff from SR a while back? ...I decided I'd randomly go through each type of specialist wizard to check that favored and opposition schools were correct. Oh boy, I really should've done this earlier. So far, I have noticed the following issues:

1. Mage Armor says Conjuration, is actually Enchantment.

2. Simbul's Spell Matrix says Universal, but is actually Invoker, though it does not exclude Enchanters. Should be set to none for school proper (but stay Invoker for casting graphics) in order to avoid being a "favored" spell by Invokers during character creation - same as the Wish spells.

3. Melf's Minute Meteors says Evocation, but is actually Conjuration. I assume it's supposed to be Conjuration.

4. Cloudkill says Conjuration, but is actually Evocation. Believe it should be Conjuration.

5. Contingency - same case as Spell Matrix.

6. Chaos says Enchantment, but does not disallow Invokers.

7. Simbul's Spell Sequencer - same as Spell Matrix.

8. Simbul's Spell Trigger - yep.

9. Chain Contingency - yep.

10. Larloch's Minor Drain is correctly Necromancy, but its disallowed school is incorrectly Alteration.

11. Horror is correctly Necromancy, but its disallowed school is incorrectly Alteration.

12. Spirit Armor is correctly Necromancer, but its disallowed school is incorrectly Alteration.

13. Moment of Prescience is correctly Divination, but its disallowed is not anything at all - it should be Conjuration.

14. Neither Summon Planetar or Summon Dark Planetar are actually set to Conjuration.

 

That should be it. 1.0.3 will be released whenever this crap is done. Subtledoctor...I imagine all of these apply to SR as well. Good thing is, I don't think any of the scrolls are wrong.


Edited by Bartimaeus, 17 October 2018 - 09:06 AM.


#173 subtledoctor

subtledoctor
  • Modders
  • 2847 posts
  • Gender:Male

Posted 17 October 2018 - 09:03 AM

Here again I advocate having the mod patch at install time rather than fine-tune each spell by hand. 1) There is way less chance of overlooking something. 2) It is way easier to fix something that is (inevitably?) wrong or overlooked. 3) It operates from a human-readable text file so players could, if they feel like it, tweak things to their own liking before they install.

I already have code that does exactly this. Honestly it's going to take a lot to convince me to spend hours of my life tooling around in NI when I can spend 5 minutes copying and pasting and then add
INCLUDE spell_school_array
LAF spell_school_function
...to the end of main_component.tpa

Edited by subtledoctor, 17 October 2018 - 09:06 AM.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#174 Bartimaeus

Bartimaeus
  • Members
  • 430 posts
  • Gender:Not Telling

Posted 17 October 2018 - 09:31 AM

I'd probably stick it in an external file under /lib/ called "spell_school_list" or something, but that seems fine. Ideally, there'd also be a way of setting disabled spells (e.g. level 4 copy of Mestil's) to PST Mage priest type as well to make it work with the arcane spellbook fixer, but I can add that myself if necessary.

 

Also, the Larloch's Minor Drain (e: actually all the necromancy bugs) one is really weird. Its exclusionary school is 0x2400, which is not actually the standard exclude transmuter (0x2000), and DLTCEP reports it as a correct exclude illusionist, but it's not, as that would be 0x0400. I would guess it's a combination of both (0x2000 + 0x0400 = 0x2400), which is very interesting to know that that even works.

 

(edit): Also, that doesn't solve the problem of scrolls, but I guess you can deal with those as people notice them, which, by the state of things, will be never. :p


Edited by Bartimaeus, 17 October 2018 - 09:43 AM.


#175 subtledoctor

subtledoctor
  • Modders
  • 2847 posts
  • Gender:Male

Posted 17 October 2018 - 10:08 AM

I'd probably stick it in an external file under /lib/ called "spell_school_list" or something, but that seems fine. Ideally, there'd also be a way of setting disabled spells (e.g. level 4 copy of Mestil's) to PST Mage priest type as well to make it work with the arcane spellbook fixer, but I can add that myself if necessary.

That's exactly how it works.

It could probably be extended to handle excluded spells (I assume you mean for non-EE/non-ToBEx where hidespl isn't an option?)... I only don't know what that "PST mage priest type" is. Can you point me to the hex offset in the .SPL file where that is?

(edit): Also, that doesn't solve the problem of scrolls, but I guess you can deal with those as people notice them, which, by the state of things, will be never. :p

My code handles scrolls automatically. ;)
 

Also, the Larloch's Minor Drain (e: actually all the necromancy bugs) one is really weird. Its exclusionary school is 0x2400, which is not actually the standard exclude transmuter (0x2000), and DLTCEP reports it as a correct exclude illusionist, but it's not, as that would be 0x0400. I would guess it's a combination of both (0x2000 + 0x0400 = 0x2400), which is very interesting to know that that even works.

Yep, you can combine hex values to specify more than one exclusion school.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#176 Bartimaeus

Bartimaeus
  • Members
  • 430 posts
  • Gender:Not Telling

Posted 17 October 2018 - 11:12 AM

No, I mean for spells that get hard removed from playable characters' spellbooks via the fix spellbooks component. SR doesn't currently do this at all for arcane spells (disabled spells like Mestil's stay in spellbooks like Edwin's - SR makes no attempt to remove them), but SRR does via the fix_spellbooks_arcane.tpa in spell_rev/components. You're welcome to take it and integrate it into SR, but how it works is similar to the divine part of the component (and indeed, mostly cannibalized from exactly that) - if a spell has the PST Mage priest type, it's marked as a "bogus" spell and removed. It also removes spells of the wrong school type from playable specialist mages - so if Edwin had a (now) Divination spell memorized for some reason, it should remove that as well.

 

Here it is if you wanted to look at it: https://dl.dropboxus...ooks_arcane.tpa

 

Relevant lines for your coding:

READ_SHORT 0x20 priest_type

ELSE PATCH_IF (priest_type == 0xe07f) BEGIN // disabled

 

So if a spell (e.g. the supposed-to-be disabled level 4 version of Mestil's) is supposed to be disabled, your coding should WRITE_SHORT at 0x20 to 0xe07f. That'll mark it for removal.


Edited by Bartimaeus, 17 October 2018 - 11:19 AM.


#177 Wyrd

Wyrd
  • Members
  • 51 posts
  • Gender:Male
  • Location:Italy

Posted 17 October 2018 - 03:46 PM

Fireburst is not blocked by Spell Deflection.

Sometime, apparently at random, Dispelling Screen doesn't work for some characters (e.g. enemy mage casts remove magic, on charname and jaheira dispelling screen works, on aerie both dispelling screen and active buffs are dispelled). 



#178 subtledoctor

subtledoctor
  • Modders
  • 2847 posts
  • Gender:Male

Posted 17 October 2018 - 04:32 PM

@Bartimeus if you can fill out version of this text file with the proper school designations for SR:
https://github.com/s...ell_list_sr.tpa

...I can add the code to set spells and scrolls properly. IDS names or filenames, either one works.

You can add another category, like "remove," instead of a school, and I'll set those spells to be removed from spellbooks.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#179 Bartimaeus

Bartimaeus
  • Members
  • 430 posts
  • Gender:Not Telling

Posted 17 October 2018 - 11:34 PM

Fireburst is not blocked by Spell Deflection.

Sometime, apparently at random, Dispelling Screen doesn't work for some characters (e.g. enemy mage casts remove magic, on charname and jaheira dispelling screen works, on aerie both dispelling screen and active buffs are dispelled). 

 

Yeah, it's actually enabled in the AoE Spell Deflection component UNLESS you have Spell Revisions' base component installed, where it is then disabled. This is how it was already set in SR, and the reason for this is because it's similar to some of the other spells that can't currently be enabled to be deflected (like Gust of Wind) - it has some effects that self-target. In this case, trying to enable AoE Spell Deflection would make it so that you would blow yourself up when you cast the spell, too. What I might try doing is for special cases, just introduce a specially prefixed subspell with the AoE effects so that it can be handled by this subcomponent, unless Subtledoctor has come up with a solution already.

 

I'll test Dispelling Screen out some more, but I'm fairly certain it has nothing to do with SRR, and probably just unfortunately how the spell works. It might be a case of what order you cast spells in.

 

@Subtledoctor: Ah, I see that your method of "avoiding tooling around in NI for hours" is made possible by me tooling around in a text file for hours to actually make your method work. Nicely done, :p.

 

https://dl.dropboxus...ell_list_sr.tpa


Edited by Bartimaeus, 17 October 2018 - 11:39 PM.


#180 HuoYuhao

HuoYuhao
  • Members
  • 14 posts

Posted 18 October 2018 - 12:58 AM

Prismatic Mantle doesn't seem to be showing any of its effects other than protection from weapons. I'm using v1.0.1, although I don't think there were any changes to Prismatic Mantle afterward.

 

Chain Lightning also appears to only be doing 10d6 damage instead of 20d6 at max level.


Edited by HuoYuhao, 18 October 2018 - 02:39 AM.




Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users