Bartimaeus Posted January 9, 2018 Share Posted January 9, 2018 (edited) Basically, I have a Wand of Frost that doesn't seem to always work. It likes to work when using it within about a 9' radius or less, but will not work at about a 10' radius or more. It immediately starts to work when I set the 148 opcode to type 0 (cast normally) instead of 1 (cast instantly), but it's a wand: the former type causes the user to do a casting animation, which wands shouldn't do. Not the end of the world, but it puzzles me as to why this is happening. Here's a video to demonstrate: https://dl.dropboxusercontent.com/s/tahi46lc5hmyb1m/2018-01-08_18-17-28.mp4 Happens in both Enhanced and non-Enhanced games (and I've tested in unmodded BG2:EE to see if that made any difference - it did not). Also facing a similar problem with a Wand of Monster Summoning. I thought it was maybe something to do with the projectile (possibly still true, but the conecold projectile has an area of effect of 35' in unmodded BG2EE...), but monster summoning doesn't use a projectile, so why would the same thing be occurring? Here are the relevant .itm and .spl files: https://dl.dropboxusercontent.com/s/kg1mlypb27mtshe/Wand%20of%20Frost.zip Anyone have any ideas as to what exactly is going on? Edited January 9, 2018 by Bartimaeus Quote Link to comment
kjeron Posted January 9, 2018 Share Posted January 9, 2018 When using Opcode 148 and Parameter2=1 (Instant), it is limited by the casting range of the spell to be cast. It's the same limitation as sequencer activation being out of range for the spells it will cast. Extend the range of the spell at least +3 over the range of the wand. Activating an item and casting a spell normally are given an extra ~2 feet of range, which is not given when range is checked by these opcodes, which will result in you being out of range if you attempt to use it at maximum range of the wand. Quote Link to comment
Bartimaeus Posted January 9, 2018 Author Share Posted January 9, 2018 That's so weird, I thought I already tried that, but I guess unlike for .itms, .spls don't get refreshed when you reload a game - have to restart for the effects to take place. Thank you very much. Quote Link to comment
Galactygon Posted January 9, 2018 Share Posted January 9, 2018 I believe you need a caster and a target creature for a scorcher-type projectile whose two endpoints move with the caster & target. Quote Link to comment
lynx Posted January 9, 2018 Share Posted January 9, 2018 When using Opcode 148 and Parameter2=1 (Instant), it is limited by the casting range of the spell to be cast. It's the same limitation as sequencer activation being out of range for the spells it will cast. Extend the range of the spell at least +3 over the range of the wand. Activating an item and casting a spell normally are given an extra ~2 feet of range, which is not given when range is checked by these opcodes, which will result in you being out of range if you attempt to use it at maximum range of the wand. Is there some good info available how ingame pixel distances relate to the "feet" in projectiles / spell descriptions? Quote Link to comment
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