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kjeron

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  1. One of the problems is with these lines here: OUTER_TEXT_SPRINT stack "20" OUTER_TEXT_SPRINT lore "0" OUTER_TEXT_SPRINT weight "0" OUTER_TEXT_SPRINT enchantment "1" Weidu automatically attempts to evaluate integer variables, with or without %%, as such, this is valid: OUTER_SPRINT a ~1~ OUTER_SET b = ~a~ + 1 The "stack" listed among the match values is automatically evaluated to 20 before matching.
  2. Level drain will also drain memorized spell slots, so such a situation shouldn't occur. With that in mind it might be more accurate to have such under-leveled spells simply fail (do nothing - empty spell headers for those lower levels).
  3. Blind guess: IDPRO255.pro already exists in the override/biffs, but is NOT in PROJECTL.IDS (for whatever reason - botched uninstall maybe).
  4. The parent resource field of EFF files has a similar issue. It will not match (for immunity, sequencers, contingencies) if it contains any lowercase letters. The casing of the actual file does not matter though in this case.
  5. Nope. A creature also cannot target itself if it has an op100 matching its own IDS value. This even includes actions like drinking a potion.
  6. That opcode affects a specific stat, namely STATS[167|MELEE_DAMAGE_BONUS]. It's value is added to melee weapon/fist damage. Choosing the "Set %" mode will only alter the stat's value by that %. If the stat is currently zero (the default), a 1000x bonus isn't going to change that. It's "Set %" mode is also very broken: it's effect is applied in triplicate. A 200% bonus grants 800% (2*2*2), a 300% bonus grants 2700% (3*3*3). it does not stack with itself consistently. as an equipped effect, the Equipment comparison mechanic will sometimes apply it to party members without actually equipping it. I would suggest using op332 with param1=100, for each of the physical damage types. It will affect all sources of the damage, not just weapons, but it's the only way to boost base damage by a %.
  7. Keep in mind that projectile SPLPROT targeting fields only work for area-effect projectiles, as it controls which creatures are targeted with the "explosion projectile".
  8. No, casting a spell via script overrides the spells targeting mode. If you target a creature, the projectile will track that creature, exploding when it reaches them, rather than exploding at the targeted location. So if they target you, you would never be able to escape the AoE.
  9. Why not just check STATE_DEAD. Every death type except Stoned/Frozen sets it, and those two set it once the target explodes.
  10. The likely reason for ranged weapons is so that the "hit" doesn't trigger until the projectile impacts the target. With melee weapons, it's not an issue, as they ignore their projectile field. With ranged weapons, a projectile impact is not guaranteed, and can even be setup to never occur. I would guess that the extra step for op120 is to stop effects that aren't tied to the projectile (those using anything other than "Preset Target" and "Original Caster").
  11. op178/179 apply in reverse order (the oldest has precedent), so whichever is listed first among the equip effects will apply. The THAC0 (op178) effects are listed in order: LYCAN, WINTER_WOLF, UNDEAD, TROLL. However, the sword does not use op179 for damage, but instead applies the damage directly through op177, so any that match will apply. Enchantment level is a "best of", so it doesn't matter what order they are in.
  12. A lot of the named Staves are straight from PnP (at least in name, not so much in function), where they are listed along with Rods and Wands, none of which list an enchantment level in their name.
  13. If CLASS is to be used, it would be better to create a generic CLASS for use by any creature, based on Plane/Para/Quasi(WATER, FIRE, AIR, EARTH, SMOKE, MAGMA, OOZE, ICE, LIGHTNING, RADIANCE, MINERAL, STEAM, VACUUM, ASH, DUST, SALT, POSITIVE, NEGATIVE), rather than one specific to a single race (MEPHIT_ICE, MEPHIT_DUST, etc...) Otherwise, re-purposing one of the wasted proficiency stats for a similar purpose: 3 bits Good/Evil alignments + 3 bits Law/Chaos alignments + 4 bits Elemental + 2 bits Positive/Negative + 2 bits Ethereal/Astral + 2 bits Shadow/Fey = 16 bits covering all necessary planes.
  14. Yes, it's implemented that way because ITM files don't have a non-stealable flag. However, with regards to weapons such as Shillelagh, Flame Blade, Spiritual Hammer, Moonblade, etc..., the person stealing doesn't necessarily know that it's a magically created weapon. You can steal a bow out of there hand, but not a sword ... the logic is already broken.
  15. And that still wouldn't cover all possibilities. The currently selected weapon, the Fist slot, and the Magical Weapon slot cannot be stolen, without any regard to skill or the unstealable flag. The launcher (Bows, Crossbows, Slings) currently used by the selected ammo cannot be stolen if you (the pickpocket) currently have that type of launcher equipped (with ammo).
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