aVENGER_(RR) Posted January 22, 2008 Share Posted January 22, 2008 and yes, opcode 185 adds the hold icon and displays 'Held' automatically. You could probably get rid of the redundant "Held" icon by using effect #169 and so only have the proper "Otiluke’s Resilient Sphere" show. Link to comment
WizWom Posted January 22, 2008 Share Posted January 22, 2008 I don't trust magic resistance to stop a caster's own persistent area effect spells, and two of the wish damage spells punch through almost everything. It's a Wish, the most powerful spell in the multiverse. It's supposed to go through anything, if worded right. Link to comment
CamDawg Posted January 22, 2008 Share Posted January 22, 2008 and yes, opcode 185 adds the hold icon and displays 'Held' automatically. You could probably get rid of the redundant "Held" icon by using effect #169 and so only have the proper "Otiluke’s Resilient Sphere" show. This isn't working, so it's probably hardcoded. Off to the archives. Link to comment
devSin Posted January 22, 2008 Share Posted January 22, 2008 IIRC, both of the upper holds have hardcoded jingles, whereas the primary paralysis effect doesn't. We have to use Hold2 in any case since it's the one that bypasses hold immunity (for the most part; there were some default resources that block it, but not many). Link to comment
Nythrun Posted January 22, 2008 Share Posted January 22, 2008 Imoen's belt among them - that's what the movement rate modifiers and APR -> zero are for. Link to comment
Miloch Posted January 27, 2008 Share Posted January 27, 2008 So... can we steal this fix wholesale for the BG1 Fixpack or are there BG2-specific bits in it? Link to comment
CamDawg Posted January 27, 2008 Share Posted January 27, 2008 You'll probably have to strike some of the opcodes, as I don't believe they exist for BG, but otherwise it'll be fine. Link to comment
Nythrun Posted January 27, 2008 Share Posted January 27, 2008 All you have to work with in BG is immunity to spell level, which will leave a moderately sized hole for power zero innates and such (I certainly don't recall how many of these there are.) You'll still need to go the old route of quite a few specific effect immunities, and you'll have to handle the effects of each bypassy persistent projectile individually. Link to comment
ithildurnew Posted August 31, 2013 Share Posted August 31, 2013 Question related to this spell, did Fixpack remove the save granted to hostile targets of this spell? Currently it seems it automatically takes effect on enemies (making for broken good crowd/battlefield control, MUCH better than Maze i.e. guaranteed to take out demigorgon for 1 turn, deal with minions, then take on demigorgon alone), ignores MR and doesn't allow a save. Link to comment
CamDawg Posted August 31, 2013 Share Posted August 31, 2013 Yeah, I noticed (and fixed) this in the latest development build (v10.01). It does include a magic resistance check, but the save got lost somewhere. Link to comment
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